Gamification evaluation for physical activity software for the elderly
DOI:
https://doi.org/10.59681/2175-4411.v16.iEspecial.2024.1358Keywords:
Aged, Exercise, GamificationAbstract
Considering a sedentary lifestyle as one of the main factors of death in the elderly, gamification appears as a tool to encourage the practice of physical activities for this population. Objective: this study proposes heuristics and an instrument capable of evaluating gamification in software for the purpose of engaging elderly users in carrying out physical activities. Method: the exploratory field study method was adopted. Results: a protocol was created based on heuristics scattered throughout the literature. Conclusion: the designed artifacts are replicable within similar software development contexts.
References
IBGE. População cresce, mas número de pessoas com menos de 30 anos cai 5,4% de 2012 a 2021 [Internet]. Estatísticas Sociais. 2022 jun/jul. Disponível em: https://agenciadenoticias.ibge.gov.br/agencia-noticias/2012-agencia-de-noticias/noticias/34438-populacao-cresce-mas-numero-de-pessoas-com-menos-de-30-anos-cai-5-4-de-2012-a-2021.
Rebelatto J, Calvo J, Orejuela J, Portillo J. Influência de um programa de atividade física de longa duração sobre a força muscular manual e a flexibilidade corporal de mulheres idosas. Braz J Phys Ther [Internet]. 2006;10(1):127–32. Disponível em: https://doi.org/10.1590/S1413-35552006000100017 DOI: https://doi.org/10.1590/S1413-35552006000100017
Oliveira AC de, Oliveira NMD, Arantes PMM, Alencar MA. Qualidade de vida em idosos que praticam atividade física - uma revisão sistemática. Rev Bras Geriatr Gerontol [Internet]. 2010;13(2):301-12. Disponível em: https://doi.org/10.1590/S1809-98232010000200014. DOI: https://doi.org/10.1590/S1809-98232010000200014
Boccolini CS, Camargo ATdS. Morbimortalidade por doenças crônicas no Brasil: situação atual e futura. Série Saúde Amanhã, volume 22. Rio de Janeiro: Fundação Oswaldo Cruz; 2016. 25 p.
Booth FW, Roberts CK, Laye MJ. Lack of exercise is a major cause of chronic diseases. Compr Physiol [Internet]. 2012;2(2):1143-211. Disponível em: https://doi.org/10.1002/cphy.c110025. DOI: https://doi.org/10.1002/cphy.c110025
Miller AS, Cafazzo JA, Seto E. A game plan: Gamification design principles in mhealth applications for chronic disease management. Health Inform J. 2016;22(2):184-93. DOI: https://doi.org/10.1177/1460458214537511
González CSG, del Río NG, Adelantado VN. Exploring the benefits of using gamification and videogames for physical exercise: a review of state of art. Int J Interact Multimed Artif Intell. 2018;5(2):46-52. DOI: https://doi.org/10.9781/ijimai.2018.03.005
Hamari J, Koivisto J, Sarsa H. Does gamification work? – a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference on System Sciences [Internet]. 2014. p. 3025-34. Disponível em: https://doi.org/10.1109/HICSS.2014.377. DOI: https://doi.org/10.1109/HICSS.2014.377
Plous S. Thinking the unthinkable: The effects of anchoring on likelihood estimates of nuclear war. J Appl Soc Psychol [Internet]. 1989;19(1):67-91. Disponível em: https://doi.org/10.1111/j.1559-1816.1989.tb01221.x. DOI: https://doi.org/10.1111/j.1559-1816.1989.tb01221.x
Gellner C, Buchem I, Müller J. Application of the octalysis framework to gamification designs for the elderly. In: Proceedings of the 15th European Conference on Games-Based Learning. Reading, UK: Academic Conferences Limited; 2021. p. 260-7.
Minge M, Cymek DH. Investigating the potential of gamification to improve seniors’ experience and use of technology. Information [Internet]. 2020;11(5). Disponível em: https://doi.org/10.3390/info11050249. DOI: https://doi.org/10.3390/info11050249
Hurmuz MZ, Jansen-Kosterink SM, Hermens HJ, van Velsen L. Game not over: Explaining older adults’ use and intention to continue using a gamified ehealth service. Health Inform J [Internet]. 2022;28(2):14604582221106008. Disponível em: https://doi.org/10.1177/14604582221106008. DOI: https://doi.org/10.1177/14604582221106008
Cuevas-Lara C, Izquierdo M, Zambom-Ferraresi F, Sáez de Asteasu ML, Marín-Epelde I, Chenhuichen C, et al. A feasibility study for implementation "health arcade": A study protocol for prototype of multidomain intervention based on gamification technologies in acutely hospitalized older patients. Int J Environ Res Public Health [Internet]. 2020;17(21):8058. Disponível em: https://doi.org/10.3390/ijerph17218058. DOI: https://doi.org/10.3390/ijerph17218058
Valantiejienė D, Girdauskienė L. Social interaction through gamification in mobile learning: Case study analysis. In: 2021 IEEE International Conference on Technology and Entrepreneurship (ICTE). IEEE; 2021. p. 1-6. DOI: https://doi.org/10.1109/ICTE51655.2021.9584509
Lewis ZH, Swartz MC, Lyons EJ. What’s the point?: A review of reward systems implemented in gamification interventions. Games Health J [Internet]. 2016;5(2):93-9. Disponível em: https://doi.org/10.1089/g4h.2015.0078. DOI: https://doi.org/10.1089/g4h.2015.0078
Schmidt-Kraepelin M, Warsinsky S, Thiebes S, Sunyaev A. Conceptualizing narratives in gamified information systems. 2022. DOI: https://doi.org/10.24251/HICSS.2022.197
Chou YK. The Octalysis framework [Internet]. 2019. Disponível em: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/.
Kappen DL, Nacke LE, Gerling KM, Tsotsos LE. Design strategies for gamified physical activity applications for older adults. In: 2016 49th Hawaii International Conference on System Sciences (HICSS) [Internet]. 2016. p. 1309-18. Disponível em: https://doi.org/10.1109/HICSS.2016.166. DOI: https://doi.org/10.1109/HICSS.2016.166
Kappen DL, Mirza-Babaei P, Nacke LE. Technology facilitates physical activity through gamification: a thematic analysis of an 8-week study. Front Comput Sci. 2020;2:530309. DOI: https://doi.org/10.3389/fcomp.2020.530309
Guo Y, Yuan T, Yue S. Designing personalized persuasive game elements for older adults in health apps. Appl Sci [Internet]. 2022;12(12). Disponível em: https://www.mdpi.com/2076-3417/12/12/6271. DOI: https://doi.org/10.3390/app12126271
Kappen DL, Mirza-Babaei P, Nacke LE. Gamification of older adults’ physical activity: an eight-week study. In: Hawaii International Conference on System Sciences [Internet]. 2018. Disponível em: https://api.semanticscholar.org/CorpusID:46944448. DOI: https://doi.org/10.24251/HICSS.2018.149
Tabak M, de Vette F, van Dijk H, Vollenbroek-Hutten M. A game-based, physical activity coaching application for older adults: design approach and user experience in daily life. Games Health J [Internet]. 2020;9(3):215-26. Available from: https://doi.org/10.1089/g4h.2018.0163. DOI: https://doi.org/10.1089/g4h.2018.0163
Kuo CM, Chen HJ. The gamer types of seniors and gamification strategies toward physical activity. In: Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments: 5th International Conference, ITAP 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part II. Berlin, Heidelberg: Springer-Verlag; 2019. p. 177-88. Disponível em: https://doi.org/10.1007/978-3-030-22015-0_14. DOI: https://doi.org/10.1007/978-3-030-22015-0_14
Lopes LG. A tecnologia de informação e comunicação em saúde: um aplicativo para acompanhar a promoção de saúde e a qualidade de vida dos usuários idosos pelo programa Academia da Cidade e Saúde [tese]. São Paulo: Escola de Enfermagem, Universidade de São Paulo; 2023.
Silva Palma GCF, Ito M, Silva JJ, Monteiro A. Usability evaluation of a mhealth application for overweight and obesity. J Health Inform. 2023;15(1):3-8. DOI: https://doi.org/10.59681/2175-4411.v15.i1.2023.966
Downloads
Published
How to Cite
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Submission of a paper to Journal of Health Informatics is understood to imply that it is not being considered for publication elsewhere and that the author(s) permission to publish his/her (their) article(s) in this Journal implies the exclusive authorization of the publishers to deal with all issues concerning the copyright therein. Upon the submission of an article, authors will be asked to sign a Copyright Notice. Acceptance of the agreement will ensure the widest possible dissemination of information. An e-mail will be sent to the corresponding author confirming receipt of the manuscript and acceptance of the agreement.