Illustration of the point system in an UHG game.

Illustration of the point system in an UHG game.

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Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing enga...

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Context 1
... rules defined statically the number of points that a user with a given role would get for performing a certain type of activity. For example, the point system used in [44] is shown in Table 1. ...
Context 2
... a role-based approach (as illustrated by the rules from Table 1) is not as powerful as an approach where game rules can be tailored at the level of individual users. Such individual tailoring may however be desirable in programs where coaches want to take into account the individual strengths and limitations of users. ...

Citations

... In the literature on e-coaching systems, advocates tend to assume that the introduction of e-coaching systems will make coaching more readily available to all (cf. [74,79]). Indeed, cheap or even free e-coaching systems could flood the market, offering support to a substantially larger population than is currently the case with human-to-human coaching. ...
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Poor self-regulation has been linked to various behaviors that contribute to pressing societal issues, including rising household debt, inefficient use of sustainable resources, and increasing healthcare demands. In light of this observation, the prospect of individuals receiving automated, tailored support by “e-coaching systems” to scaffold and improve their self-regulation is thought to hold promise for making society-wide progress in addressing such issues. Though there may be legitimate reasons for promoting the use of such systems, and individuals might welcome the support, our aim in the present article is to contribute to the ethics of e-coaching by showing how societal pressures towards the widespread adoption of automated e-coaching systems raise concerns in relation to three distinct aspects of social justice. We argue that societal inequalities may be introduced or exacerbated by (1) unequal access to the technologies, (2) unequally distributed restrictions to liberty and subjection to coercion, and (3) the potentially disparate impact of the use of e-coaching technologies on (self-)stigmatizing perceptions of competence. The article offers a research agenda for studying and addressing these concerns.
... El uso de la gamificación también permite mejorar el conocimiento de la leptospirosis entre los/as jóvenes, convirtiéndose en una herramienta eficiente para prevenir la enfermedad dentro de la demografía de edad universitaria (Mazéas et al., 2022). E, incluso, promueve estilos de vida saludable que favorecen la salud ocupacional (Zhang et al., 2021). Autores como Oliver-Quelennec (2021) proponen el aprendizaje a través del juego e-Caducée para adquirir algunas habilidades profesionales. ...
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The current paper carries out a systematic revision of existing literature around the use of gamification in Higher Education. The aim is to the reveal the existence of fugitive literature that can appear when carrying out research following this method. From six hypothesis, and on the basis of this study, substantive and extrinsic variables which can detect the present or absence of publications on gamification in WoS and Scopus are analysed. Eligibility requirements include the following key words: ‘Gamification’, ‘Game Based Learning’, ‘Higher Education’, or ‘University’ in both, Spanish and English, being the filter used for query Open Access. The main sample is made of 246 publications, and 89% of them show relevance to the area under study. The great majority of articles published in the last five years in countries such as Switzerland, where most works about gamification in Higher Education are produced. They are mostly written in English. And the journal that contains most of the articles about this topic is Sustainability, indexed in WoS and Scopus. The latter seems to be the database with higher indexing of articles, among the ones here analysed, far from ESCI. Through our analysis and the results obtained the different reasons for fugitive literature are justified. This study states, at the end, the necessity to search in different databases from WoS and Scopus to reduce the amount of fugitive literature, mainly when systematic revisions in a language different from English need to be done. En el presente artículo se realiza una revisión sistemática de la literatura existente en torno al uso de la gamificación en la Educación Superior, con el objetivo de mostrar la existencia de literatura fugitiva que puede surgir al realizar cualquier investigación bajo este método. A través de seis hipótesis de partida, y en base a la naturaleza del estudio, se analizan variables sustantivas y extrínsecas que permiten detectar el motivo de la presencia o ausencia de publicaciones sobre gamificación en Wos y Scopus. Los criterios de elegibilidad incluyen las palabras clave “Gamificación” o “Aprendizaje Basado en el Juego” y “Educación Superior” o “Universidad” en español e inglés, siendo el filtro utilizado para la búsqueda Open Access. El n que conforma la muestra es de 246 publicaciones, de las cuales el 89% muestran pertinencia con el área objeto de estudio. Se trata, en su mayoría, de artículos publicados en los últimos cinco años, en países como Suiza, donde se concentra la mayor cantidad de trabajos sobre el uso de la gamificación en Educación Superior. El idioma en el que están publicados los trabajos analizados es, principalmente, inglés. Y la revista que presenta un mayor número de artículos sobre la temática es Sustainability, indexada en WoS y Scopus. Esta última resulta ser la base de datos con mayor indexación de artículos entre las analizadas, muy distanciada de ESCI. A través de los análisis realizados y los resultados obtenidos se justifican los diferentes motivos de la existencia de literatura fugitiva. El estudio concluye afirmando la necesidad de buscar en bases de datos diferentes a WoS y Scopus, para reducir la cantidad de literatura fugitiva, sobre todo cuando se trata de realizar revisiones sistemáticas en un idioma diferente al inglés
... In accordance with the five documents [44][45][46][47][48] aimed at improving health literacy in topics related to social problems of health and well-being such as tobacco control, consumption of alcohol, having unprotected sexual relations, identified that the narrative of educational games have the potential to improve and increase knowledge, creating self-awareness about bad health habits, providing relevant information, reducing the perception of tobacco and alcohol consumption, through intrinsic motivation (activity that one does because it is inherently enjoyable) and extrinsic motivation (doing something because it leads to a separable result) generated by game elements such as challenges, points, levels, leaderboards, and avatar. According to the research of Dithmer et al. [49] games can also motivate cardiac patients to take an active part in their rehabilitation, increasing positive emotions (happiness, comfort), improving their well-being, and promoting a healthy lifestyle. ...
Chapter
Health literacy has become a priority for the well-being of individuals and society. Despite the implementation of public policies aimed at its formalization in the educational structure, and the promotion of technological development and the digital ecosystem, the new generations have not been actively involved. The incorporation of playful elements has a dynamic effect on literacy processes, promoting the development of skills and competencies that influence learning. Through a systematic review (PRISMA-P) of the scientific literature on health literacy and its relationship with games, this article provides a specific and structured synthesis of the empirical studies published in the last 10 years, identifying contributions and patterns between multidisciplinary contributions, with a particular focus on the combination between gamification and serious games. We concluded that immersion in a playful experience favors the emotional and cognitive learning of the player. The simulated reality of serious games and the gamification of activities can help understand health information, generating direct benefits through risk reduction, adoption of healthy habits and lifestyles.KeywordsHealth literacySerious gamesGamificationPlayful experience
... As a result, daily workplace habits, such as how long a person gets to sit at work, what a person has for meals, and what a person drinks on their coffee break, should have a similar, if not more, consequence on workers' health than their personal ways of life. Unfortunately, because of the increased competition and specialization of occupations, nowadays' workplaces can significantly result in the various behavioral threats of chronic illnesses, such as type 2 diabetes and hypertension [6]. Therefore, it is a difficult task to promote a healthy way of living. ...
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This work proposes designing and implementing a method for the gamification application of Fun Run events in order to promote physical activity. The application transforms the standard Fun Run which is normally included as a side event called “The gaming Fun Run” to marathon events designed for people who are interested in either gamified applications or their health allowing them to playand run at the same time. The application was used during the event called “The Run Fest“ to celebrate the 15th anniversary of the opening of Chiang Mai University's College of Arts, Media, and Technology. Based on the results of satisfaction questionnaires, the 701 participants, including 339 males and 362 females, were pleased and motivated to engage in physical activities. In addition, it can be concluded that running newcomers, 380 people, or 54.20% of all participants, were attracted to attend the running event and were able to complete the route, indicating that it was a successful promotion that enhances physical activity and health among newcomers in running through the application of gamification.
... This study discovered that registered organ donors value the psychological need of competence, while the non-organ donors cherish the psychological need of autonomy. This finding is consistent with prior studies that tailored message reflecting people's beliefs can improve people's behavioral outcomes [59,60]. Hence, understanding the features of registered and non-registered organ donors informs the importance of tapping into personalized intrinsic motivation in an organ donation campaign. ...
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This study examined how intrinsic motivation and its respective underlying mechanism influence people’s attitude and intentions of organ donation. The findings revealed the importance of meeting people’s customized psychological needs. For the general population, especially non-organ donors, autonomous appeal message will be more effective in promoting their intention of becoming an organ donor. For registered organ donors, competence-based organ donation messages are more effective in increasing their promotion and seeking behavior of organ donation. This study also discovered underlying mechanisms of intrinsic motivation, such as self-integrity, pride, and sympathy. Pairing underlying mechanism with competence-based messages can maximize the message impact.
... The use of gamification to engage customers has recently attracted attention. The literature suggests that gamification significantly drives consumers' behavioral intentions, such as their purchase intentions, adoption intentions, and attitudes in different contexts (Abou-Shouk & Soliman, 2021;H€ ogberg et al., 2019;Hwang & Choi, 2020;Trang & Weiger, 2021;Xi & Hamari, 2020;Zhang et al., 2021). However, most studies have focused on gaming in advertisements and examined how it affects consumers' behavioral intentions (Abou-Shouk & Soliman, 2021;Bai et al., 2020;Ipeirotis & Gabrilovich, 2014;Legaki et al., 2021). ...
... Studies examined the effect of gamification in different non-gaming contexts such as, crowdfunding (Ipeirotis & Gabrilovich, 2014), promotion (Cechanowicz et al., 2013); Pro-environmental behavior (Lounis et al., 2014), public services (Tolmie et al., 2014), retailing (Hamari, 2013), learning (Bai et al., 2020), healthcare (Hamari & Koivisto, 2014), tourism (Abou-Shouk & Soliman, 2021), education (Legaki et al., 2021;Putz et al., 2020). Further, studies examined the effect of gamification on different consumer behavioral intention such as, loyalty (Hwang & Choi, 2020), adoption intention (Abou-Shouk & Soliman, 2021), brand engagement (Xi & Hamari, 2020), online impulse buying (Zhang et al., 2021), willingness to disclose personal information (Trang & Weiger, 2021), enjoyment (Gerdenitsch et al., 2020), and purchase intention (H€ ogberg et al., 2019) in different context. However, limited efforts were made to examine role of gamification on consumer responses in m-banking context and it is interesting to see how gamification in rewards affects BRQ. ...
Article
This study examines the impact of reward gamification on brand relationship quality (BRQ) in the mobile banking (m-banking) context. The study also examines the mediating effect of brand engagement and how the effect varies at different levels of personal innovativeness. A scenario-based experimental design was used to examine the effect of reward gamification on BRQ. Data were collected from 259 m-banking users to examine the proposed hypotheses. The findings suggest that gamification has a significant impact on BRQ. This study contributes to the emerging gamification and m-banking literature and helps banks design gamified rewards programs to enhance BRQ.
... Objective Among the 16 included papers, 10 papers presented digital tools and designs aimed at identifying eating moments in real-life settings [9,17,19,30,36,37,[44][45][46]54], while the other papers focused on improving eating behaviors and food choice [1,13,22,26,42,53] (as shown in Table 2). Specifically, regarding the 10 papers about eating moments identification, seven [9,17,19,[44][45][46]54] utilized digital tools to automatically monitor daily eating time and duration. ...
... In terms of improving eating patterns and food choice, two studies [22,42] involved encouraging healthy food choices by scanning codes to obtain interactive information about related foods. Two other studies have promoted healthy eating habits at work [26,53]. One study [1] focused on increasing fruit consumption in the work setting, and another study [13] used digital technology to measure food intake. ...
... Two studies [13,22] used a digital tool with tailored feedback as BCT. One study [53] supported the user to set diet-related health goals and created the social support to promote healthy eating behaviors. The activity recognition model was used in five studies [9,13,19,44,46]. ...
... Studie der wichtigste Prädiktor für deren Effekt war, was insbesondere das Problem der höheren Notwendigkeit zum Selbstmanagement und Disziplin und des leichteren Trainingsabbruchs bei virtuellen Stresstrainings vermindern könnte(Lehr & Boß, 2019;Zhang et al, 2021). ...
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The pandemic has given a huge boost to digitisation in business, science, education, private networks and public institutions, highlighting innovative ideas as well as vulnerabilities in equal measure. Since 2020, our lives and work have been transformed into a hybrid socio-technical reality based on digital communication and collaboration. Participation is increasingly mediated, encompassing education, business, science, private life and society in general. Sometimes it is still about infrastructures (in education), often we discuss ways of working and just as often the (digital) skills required for this, especially with an ageing population. Debates increasingly revolve around the possibility of returning to a ‚normal‘ life and we increasingly ask ourselves what a normal life is and whether this is actually to be expected or desired. We have obviously embraced permanent technology-based change with increasing acceleration. But where is the journey really going? Are communities constituted exclusively in the interplay of hybrid realities? Are big data a threat or an opportunity? Can we process it at all or does it require fundamentally different tools and methods - such as visual analytics, virtual reconstruction, virtual engineering, virtual assistants and collaborative VR? What does digital innovation have to do with the pandemic and vice versa? Can our lives in hybrid communities be fulfilling in the long run, or are virtual realities more of an escape room from a threatening everyday life? Which competence frameworks between DigCompEdu and Literacy do we need? With the aim of addressing these questions through a program that is equally fed by science and application, a group of scientists from the faculties of Education and Economics as well as the CODIP – Center for Open Digital Innovation and Participation (as successor of the Media Center) of the TUD Technische Universität Dresden, with the friendly support of several permanent partner universities – the HGU Hochschule der Deutschen gesetzlichen Unfallversicherung, the HTW Hochschule für Technik und Wirtschaft Dresden, the FHD Fachhochschule Dresden and the DIU Dresden International University – did host the 24th GeNeMe in autumn 2021. An international steering committee has previously reviewed the more than 50 German and English-language submissions in the form of double-blind peer reviews, as a result of which the present conference proceedings could be compiled.
... Studien im Gesundheitsbereich sind bislang rar. Einen kurzen Überblick geben Lehr und Boß (2019) und konstatieren, dass sich durch die Integration von Spielemechaniken die Attraktivität von digitalen Gesundheitsanwendungen steigern lässt, wobei die Beurteilung der User Experience in einer Studie der wichtigste Prädiktor für deren Effekt war, was insbesondere das Problem der höheren Notwendigkeit zum Selbstmanagement und Disziplin und des leichteren Trainingsabbruchs bei virtuellen Stresstrainings vermindern könnte (Lehr & Boß, 2019;Zhang et al, 2021). ...
... Workplace interventions that are implemented to improve the working conditions are expected to achieve substantial reductions in work-related ill health (Dellve and Eriksson, 2019). For this work digital applications can be used for smoother work processes for evaluating the employees' work-related health (Zhang et al, 2021). Mobile health applications have now started to be implemented for health promotion for individuals and groups at work, like for example applications with gamification. ...
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    Both private and public organizations are in need of employees with sustainable health, to be effective and productive. Mobile health applications have now started to be implemented for health promotion for individuals and groups at work. Such applications can motivate participation and engagement for health activities, and support managers in suggesting appropriate activities for the individuals and for the working groups, to promote the health of the employees in the production industry. The aim of this research is to analyze how research activities can be designed in collaboration with industrial companies and a software company to support learning for improved work-related health, in implementing digital applications. Action research is used as an approach to knowledge production within this field of work. This paper sheds light on the underlying mechanisms that make the collaborative endeavor a dynamic and impactful process. The active involvement of researchers, private industrial companies, and the software company is not merely a facilitator for data collection; it is the driving force that propels the research forward, ensuring its relevance, innovation, and real-world impact.