Gamification is the process of making activities more game-like. It has the potential to raise the motivation for doing the activity it is applied to. Many gamification approaches, however, mostly focus on extrinsic through classic game elements like points, badges, and leaderboards. Literature on solely increasing intrinsic motivation is scarce. Interventions in e-health often suffer from high dropout rates. Gamification is often used and discussed as a tool to foster motivation for seeing the intervention through to the end, optimally leading to reduced dropout rates.
A small, realistic e-health web application about sleep hygiene was developed. Two variants of it were created, one conventional, the other gamified. Gamification was constrained by concentrating on intrinsic motivation and avoiding the most used gamification elements, in order to develop and find a new viable approach for gamification. In a survey, participants got to use one of the two versions. Within the scope of this thesis, a small, realistic, e-health web application about sleep hygiene is developed. Two variants of it are created, one conventional, the other gamified. The gamification implemented in one of the variants is constrained by concentrating on intrinsic motivation and avoiding the most used gamification elements, in order to develop and find a new viable approach for gamification. The effects of gamification are then verified in a survey.
Development and Evaluation of a Non-Traditional Gamification Approach for e-Health Platforms
Universität Ulm Universität UlmBA Abschlussvortrag, Benjamin Langenbucher, Ort: Online, Datum: 08.06.2022, Zeit: 11:00 Uhr