Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature

Int J Med Inform. 2016 Dec:96:62-70. doi: 10.1016/j.ijmedinf.2016.02.006. Epub 2016 Feb 18.

Abstract

Background: Gamification is increasingly used as a design strategy when developing behavior change support systems in the healthcare domain. It is commonly agreed that understanding the contextual factors is critical for successful gamification, but systematic analyses of the persuasive contexts have been lacking so far within gamified health intervention studies.

Objectives and methods: Through a persuasion context analysis of the gamified health behavior change support systems (hBCSSs) literature, we inspect how the contextual factors have been addressed in the prior gamified health BCSS studies. The implications of this study are to provide the practitioners and researchers examples of how to conduct a systematic analysis to help guide the design and research on gamified health BCSSs. The ideas derived from the analysis of the included studies will help identify potential pitfalls and shortcomings in both the research and implementations of gamified health behavior change support systems.

Results: We systematically analyzed the persuasion contexts of 15 gamified health intervention studies. According to our results, gamified hBCSSs are implemented under different facets of lifestyle change and treatments compliance, and use a multitude of technologies and methods. We present a set of ideas and concepts to help improve endeavors in studying gamified health intervention through comprehensive understanding of the persuasive contextual factors.

Conclusions: Future research on gamified hBCSSs should systematically compare the different combinations of contextual factors, related theories, chosen gamification strategies, and the study of outcomes to help understand how to achieve the most efficient use of gamification on the different aspects of healthcare. Analyzing the persuasion context is essential to achieve this. With the attained knowledge, those planning health interventions can choose the 'tried-and-tested' approaches for each particular situation, rather than develop solutions in an ad-hoc manner.

Keywords: Behavior change support systems; Gamification; Health; Persuasive technology; Serious games; e-health.

MeSH terms

  • Biomedical Research*
  • Games, Experimental*
  • Health Behavior*
  • Health Promotion
  • Humans
  • Persuasive Communication*
  • Systems Analysis*
  • Video Games