Key issues in healthcare gamification research
| Ano de defesa: | 2022 |
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| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Tese |
| Tipo de acesso: | Acesso embargado |
| Idioma: | eng |
| Instituição de defesa: |
Não Informado pela instituição
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| Programa de Pós-Graduação: |
Não Informado pela instituição
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| Departamento: |
Não Informado pela instituição
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| País: |
Não Informado pela instituição
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| Palavras-chave em Português: | |
| Palavras-chave em Inglês: | |
| Link de acesso: | https://hdl.handle.net/10438/32749 |
Resumo: | The world is facing many health challenges related to high blood pressure, tobacco use, sedentarism, obesity and chronic stress. The mental health area deals with issues related to rising stress levels, anxiety, and depression. These problems seemed to get even worst within the pandemic context. In general, all health risks generated by modern lifestyles are a result of individual improper health behavior. Gamification can be applied to the healthcare scenario as a tool to engage people in healthier practices. Innumerous examples of these gamified initiatives exist, from mobile apps engaging people in exercising to meditation apps motivating users into daily mindfulness practices. Evidence of the effects of gamification in healthcare is also abundant but points to mixed interpretations. Literature indicates that a better comprehension of user behavior and characteristics might be valuable for developing more engaging gamified interventions. This thesis investigates healthcare gamification research, primarily focusing on assessing the behavior of users of gamified apps. To achieve this goal, we designed this research into three studies: the first develops a science map to reveal the healthcare gamification literature intellectual structure. The second applies quantitative techniques to investigate the behavior of users of the gamified meditation app Headspace. The third uses the clustering method to group Headspace users and profile them according to their use characteristics and verify how these characteristics might point out benefits potentially generated by the use of the gamified app. Through our investigation, we could identify and report the main traditions in healthcare gamification research, key themes researched and the most frequent adopted theories. We additionally found evidence of specific behavior intrinsic motivators of higher frequency and prolonged time of use of Headspace. Finally, we found higher levels of life satisfaction among a group of users that meditate with Headspace for higher frequencies and longer periods, suggesting a potential relationship between these variables. |
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Machado, Franklin JeanEscolasMcParland, ClionaMartens, Cristina Dai PráBecker, João LuizSanchez, Otávio Próspero2022-10-05T12:46:07Z2022-10-05T12:46:07Z2022-09-14https://hdl.handle.net/10438/32749The world is facing many health challenges related to high blood pressure, tobacco use, sedentarism, obesity and chronic stress. The mental health area deals with issues related to rising stress levels, anxiety, and depression. These problems seemed to get even worst within the pandemic context. In general, all health risks generated by modern lifestyles are a result of individual improper health behavior. Gamification can be applied to the healthcare scenario as a tool to engage people in healthier practices. Innumerous examples of these gamified initiatives exist, from mobile apps engaging people in exercising to meditation apps motivating users into daily mindfulness practices. Evidence of the effects of gamification in healthcare is also abundant but points to mixed interpretations. Literature indicates that a better comprehension of user behavior and characteristics might be valuable for developing more engaging gamified interventions. This thesis investigates healthcare gamification research, primarily focusing on assessing the behavior of users of gamified apps. To achieve this goal, we designed this research into three studies: the first develops a science map to reveal the healthcare gamification literature intellectual structure. The second applies quantitative techniques to investigate the behavior of users of the gamified meditation app Headspace. The third uses the clustering method to group Headspace users and profile them according to their use characteristics and verify how these characteristics might point out benefits potentially generated by the use of the gamified app. Through our investigation, we could identify and report the main traditions in healthcare gamification research, key themes researched and the most frequent adopted theories. We additionally found evidence of specific behavior intrinsic motivators of higher frequency and prolonged time of use of Headspace. Finally, we found higher levels of life satisfaction among a group of users that meditate with Headspace for higher frequencies and longer periods, suggesting a potential relationship between these variables.O mundo está enfrentando muitos desafios de saúde relacionados a elevação da pressão arterial, consumo de tabaco, sedentarismo, obesidade e stress crônico. A área da saúde mental precisa lidar com questões relacionadas ao aumento nos níveis de stress, ansiedade e depressão. Esses problemas parecem ter piorado durante o período pandêmico. Em geral, todos os riscos de saúde gerados pelo estilo de vida moderno são resultado de comportamentos individuais inadequados. A gamificação pode ser aplicada aos cuidados com a saúde para engajar as pessoas a adotarem práticas mais saudáveis. Inúmeros exemplos de iniciativas gamificadas existem, desde aplicativos para celular estimulando pessoas a se exercitarem, até aplicativos de celular motivando seus usuários a práticas diárias de meditação de atenção plena. As evidências para os efeitos do uso da gamificação aplicada aos cuidados com a saúde também são abundantes, mas apontam para interpretações mistas. A literatura indica que uma melhor compreensão do comportamento e características dos usuários podem ser valiosas informações para o desenvolvimento de intervenções gamificadas mais engajantes. Esta tese investiga a pesquisa relacionada a gamificação com os cuidados com a saúde, especialmente focada em explorar o comportamento dos usuários de aplicativos gamificados. Para atingir este objetivo, nós estruturamos esta pesquisa em três artigos: o primeiro desenvolve um mapa da ciência para revelar a estrutura intelectual da literatura da área de gamificação aplicada aos cuidados com a saúde. O segundo aplica técnicas quantitativas para investigar o comportamento de usuários de um aplicativo gamificado de meditação chamado Headspace. O terceiro utiliza técnicas de clusterização para agrupar usuários do Headspace e descrever seu perfil de acordo com suas características de uso e como elas podem apontar potenciais benefícios gerados pelo uso do aplicativo gamificado. Por meio de nossa investigação, nós pudemos identificar e relatar as principais tradições na área de gamificação aplicada aos cuidados com a saúde, os principais temas pesquisados e as teorias mais frequentemente adotadas. Nós também encontramos evidências da presença de motivadores intrínsecos específicos no comportamento de usuários que utilizam o Headspace há mais tempo e com mais frequência. Finalmente, nós encontramos em um mesmo grupo de usuários que utilizam o Headspace de modo mais frequente e prolongado, maiores níveis de satisfação com a vida, sugerindo uma potencial relação entre essas variáveis.engLife satisfaction theoryReiss motivation profileHeadspace meditation appHealthcare gamificationSensitivity theoryGamificação dos cuidados com a saúdeTeoria da sensibilidadeTeoria de satisfação com a vidaPerfil motivacional de ReissAplicativo de meditação HeadspaceAdministração de empresasGamificaçãoJogos (Administração)SaúdePersonalidade e motivaçãoAplicativos móveisMeditação - Uso terapêuticoKey issues in healthcare gamification researchinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/embargoedAccessreponame:Repositório Institucional do FGV (FGV Repositório Digital)instname:Fundação Getulio Vargas (FGV)instacron:FGVORIGINALThesis Franklin.pdfThesis 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| dc.title.por.fl_str_mv |
Key issues in healthcare gamification research |
| title |
Key issues in healthcare gamification research |
| spellingShingle |
Key issues in healthcare gamification research Machado, Franklin Jean Life satisfaction theory Reiss motivation profile Headspace meditation app Healthcare gamification Sensitivity theory Gamificação dos cuidados com a saúde Teoria da sensibilidade Teoria de satisfação com a vida Perfil motivacional de Reiss Aplicativo de meditação Headspace Administração de empresas Gamificação Jogos (Administração) Saúde Personalidade e motivação Aplicativos móveis Meditação - Uso terapêutico |
| title_short |
Key issues in healthcare gamification research |
| title_full |
Key issues in healthcare gamification research |
| title_fullStr |
Key issues in healthcare gamification research |
| title_full_unstemmed |
Key issues in healthcare gamification research |
| title_sort |
Key issues in healthcare gamification research |
| author |
Machado, Franklin Jean |
| author_facet |
Machado, Franklin Jean |
| author_role |
author |
| dc.contributor.unidadefgv.por.fl_str_mv |
Escolas |
| dc.contributor.member.none.fl_str_mv |
McParland, Cliona Martens, Cristina Dai Prá Becker, João Luiz |
| dc.contributor.author.fl_str_mv |
Machado, Franklin Jean |
| dc.contributor.advisor1.fl_str_mv |
Sanchez, Otávio Próspero |
| contributor_str_mv |
Sanchez, Otávio Próspero |
| dc.subject.eng.fl_str_mv |
Life satisfaction theory Reiss motivation profile Headspace meditation app Healthcare gamification Sensitivity theory |
| topic |
Life satisfaction theory Reiss motivation profile Headspace meditation app Healthcare gamification Sensitivity theory Gamificação dos cuidados com a saúde Teoria da sensibilidade Teoria de satisfação com a vida Perfil motivacional de Reiss Aplicativo de meditação Headspace Administração de empresas Gamificação Jogos (Administração) Saúde Personalidade e motivação Aplicativos móveis Meditação - Uso terapêutico |
| dc.subject.por.fl_str_mv |
Gamificação dos cuidados com a saúde Teoria da sensibilidade Teoria de satisfação com a vida Perfil motivacional de Reiss Aplicativo de meditação Headspace |
| dc.subject.area.por.fl_str_mv |
Administração de empresas |
| dc.subject.bibliodata.por.fl_str_mv |
Gamificação Jogos (Administração) Saúde Personalidade e motivação Aplicativos móveis Meditação - Uso terapêutico |
| description |
The world is facing many health challenges related to high blood pressure, tobacco use, sedentarism, obesity and chronic stress. The mental health area deals with issues related to rising stress levels, anxiety, and depression. These problems seemed to get even worst within the pandemic context. In general, all health risks generated by modern lifestyles are a result of individual improper health behavior. Gamification can be applied to the healthcare scenario as a tool to engage people in healthier practices. Innumerous examples of these gamified initiatives exist, from mobile apps engaging people in exercising to meditation apps motivating users into daily mindfulness practices. Evidence of the effects of gamification in healthcare is also abundant but points to mixed interpretations. Literature indicates that a better comprehension of user behavior and characteristics might be valuable for developing more engaging gamified interventions. This thesis investigates healthcare gamification research, primarily focusing on assessing the behavior of users of gamified apps. To achieve this goal, we designed this research into three studies: the first develops a science map to reveal the healthcare gamification literature intellectual structure. The second applies quantitative techniques to investigate the behavior of users of the gamified meditation app Headspace. The third uses the clustering method to group Headspace users and profile them according to their use characteristics and verify how these characteristics might point out benefits potentially generated by the use of the gamified app. Through our investigation, we could identify and report the main traditions in healthcare gamification research, key themes researched and the most frequent adopted theories. We additionally found evidence of specific behavior intrinsic motivators of higher frequency and prolonged time of use of Headspace. Finally, we found higher levels of life satisfaction among a group of users that meditate with Headspace for higher frequencies and longer periods, suggesting a potential relationship between these variables. |
| publishDate |
2022 |
| dc.date.accessioned.fl_str_mv |
2022-10-05T12:46:07Z |
| dc.date.available.fl_str_mv |
2022-10-05T12:46:07Z |
| dc.date.issued.fl_str_mv |
2022-09-14 |
| dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
| dc.type.driver.fl_str_mv |
info:eu-repo/semantics/doctoralThesis |
| format |
doctoralThesis |
| status_str |
publishedVersion |
| dc.identifier.uri.fl_str_mv |
https://hdl.handle.net/10438/32749 |
| url |
https://hdl.handle.net/10438/32749 |
| dc.language.iso.fl_str_mv |
eng |
| language |
eng |
| dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/embargoedAccess |
| eu_rights_str_mv |
embargoedAccess |
| dc.source.none.fl_str_mv |
reponame:Repositório Institucional do FGV (FGV Repositório Digital) instname:Fundação Getulio Vargas (FGV) instacron:FGV |
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Fundação Getulio Vargas (FGV) |
| instacron_str |
FGV |
| institution |
FGV |
| reponame_str |
Repositório Institucional do FGV (FGV Repositório Digital) |
| collection |
Repositório Institucional do FGV (FGV Repositório Digital) |
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Repositório Institucional do FGV (FGV Repositório Digital) - Fundação Getulio Vargas (FGV) |
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|
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