Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários
Autor(a) principal: | |
---|---|
Data de Publicação: | 2018 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca de teses e dissertações da Universidade de Passo Fundo (BDTD UPF) |
Texto Completo: | http://tede.upf.br/jspui/handle/tede/1464 |
Resumo: | To increasingly engage people on the usage of mobile applications through motivation, gamificationemerges, incorporating game elements in non-game context. The lack of engagement during apatient’s treatment is a regular concern among health professionals, who have been adopting technology as a motivational factor. In this context, this study presents a gamification proposition that aims to promote engagement in user’s treatment with the use of e-Health systems. The proposition considered three key factors: design techniques, system context and the end user. The method is composed by seven stages: inspection and analysis of system requirements and its functionalities,mapping of the target audience characteristics, identification of interaction flows, gamification analysis applied in similar systems, selection of gamification elements, prototyping and development, and, finally, evaluation. The development stage resulted in two versions of the eLifeStyle App, one with the game elements gathered from the previous stages, and one without these elements. The developed application is part of the eLifeStyle platform. The app has eight indicators that help the hypertensive patient to self monitor their health care, which may be followed and assisted by a health professional. At the evaluation stage, 14 hypertensive patients were invited, including five patients undergoing treatment for arterial hypertension, followed by a cardiologist at the Passo Fundo City Hospital; one patient undergoing treatment with a cardiologist at Hospital Santo Antônio of Tapejara; and eight patients who were not assisted by health professionals during the testing period. Participants were divided into four groups to verify if the inclusion of gamification would promote greater engagement in health care, as it follows: CGCA - gamified app and health monitoring with a professional; CGSA - gamified app without monitoring; SGCA - non-gamified app and health monitoring and SGSA - non-gamified app and no health monitoring. Data collection included: engagement questionnaire, technology acceptance questionnaire (TAM), system logs and participants feedback. Results showed gamification favored the engagement, stimulating intrinsic motivation in the participants. In addition, groups assisted by health professionals spent more time with the app, and were motivated in maintaining the control of their health. As conclusion, gamification proved to be effective for this context, since it did not add complexity to the application and promoted the desired engagement results. |
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De Marchi, Ana Carolina Bertoletti73750220034http://lattes.cnpq.br/418055788673594403288922037http://lattes.cnpq.br/4673582139231770Cechetti, Nathália Pinto2018-08-11T00:05:43Z2018-03-21CECHETTI, Nathália Pinto. Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários. 2018. 103 f. Dissertação (Mestrado em Computação Aplicada) - Universidade de Passo Fundo, Passo Fundo, RS, 2018.http://tede.upf.br/jspui/handle/tede/1464To increasingly engage people on the usage of mobile applications through motivation, gamificationemerges, incorporating game elements in non-game context. The lack of engagement during apatient’s treatment is a regular concern among health professionals, who have been adopting technology as a motivational factor. In this context, this study presents a gamification proposition that aims to promote engagement in user’s treatment with the use of e-Health systems. The proposition considered three key factors: design techniques, system context and the end user. The method is composed by seven stages: inspection and analysis of system requirements and its functionalities,mapping of the target audience characteristics, identification of interaction flows, gamification analysis applied in similar systems, selection of gamification elements, prototyping and development, and, finally, evaluation. The development stage resulted in two versions of the eLifeStyle App, one with the game elements gathered from the previous stages, and one without these elements. The developed application is part of the eLifeStyle platform. The app has eight indicators that help the hypertensive patient to self monitor their health care, which may be followed and assisted by a health professional. At the evaluation stage, 14 hypertensive patients were invited, including five patients undergoing treatment for arterial hypertension, followed by a cardiologist at the Passo Fundo City Hospital; one patient undergoing treatment with a cardiologist at Hospital Santo Antônio of Tapejara; and eight patients who were not assisted by health professionals during the testing period. Participants were divided into four groups to verify if the inclusion of gamification would promote greater engagement in health care, as it follows: CGCA - gamified app and health monitoring with a professional; CGSA - gamified app without monitoring; SGCA - non-gamified app and health monitoring and SGSA - non-gamified app and no health monitoring. Data collection included: engagement questionnaire, technology acceptance questionnaire (TAM), system logs and participants feedback. Results showed gamification favored the engagement, stimulating intrinsic motivation in the participants. In addition, groups assisted by health professionals spent more time with the app, and were motivated in maintaining the control of their health. As conclusion, gamification proved to be effective for this context, since it did not add complexity to the application and promoted the desired engagement results.A gamificação vem se destacando por incorporar elementos de jogo em contexto de não-jogo, com vistas a engajar cada vez mais os usuários no uso de aplicações móveis. No âmbito da saúde, a falta de engajamento para a continuidade do tratamento é uma preocupação constante dos profissionais, que vêm adotando a tecnologia como um fator motivacional. Neste contexto, este estudo tem como objetivo apresentar uma proposição de gamificação para favorecer o engajamento do usuário em seu tratamento com o uso de sistemas m-Health. Para isso, foram considerandos três fatores fundamentais: técnicas de design, contexto do sistema e usuário final. O método utilizado conta com sete etapas, sendo elas: análise e levantamento de requisitos e funcionalidades do sistema, mapeamento das características do público-alvo, identificação dos fluxos de interação, análise de gamificação aplicada em sistemas semelhantes, seleção de elementos de gamificação, prototipação e desenvolvimento e, por fim, avaliação. A etapa de desenvolvimento resultou em duas versões do App eLifeStyle, uma com os elementos de jogos elencados a partir das etapas anteriores e outra sem a gamificação. O aplicativo desenvolvido é um módulo do sistema eLifeStyle e conta com oito fatores que auxiliam o paciente hipertenso a monitorar seus cuidados com a saúde, possibilitando o acompanhamento de um profissional da saúde ou não. Na etapa de avaliação, foram convidados 14 pessoas hipertensas, das quais cinco pacientes em tratamento para hipertensão arterial com acompanhamento de um médico cardiologista no Hospital da Cidade de Passo Fundo, um em acompanhamento de uma médica cardiologista no Hospital Santo Antônio de Tapejara e oito que não contavam com esse acompanhamento durante o período de testes. Os participantes foram divididos em quatro grupos afim de verificar se a gamificação promoveria maior engajamento nos cuidados com a saúde, a saber: CGCA - com App gamificado e acompanhamento médico; CGSA - com App gamificado e sem acompanhamento médico; SGCA - com App não gamificado e com acompanhamento médico e SGSA - com App não gamificado e sem acompanhamento médico. A coleta de dados contou com: questionário de engajamento, questionário de aceitação da tecnologia (TAM), logs do sistema e feedbacks dos participantes. Como resultado foi possível verificar que a gamificação favoreceu o engajamento promovendo a motivação intrínseca nos participantes. Além disso, os grupos que contavam com acompanhamento profissional foram os que mais interagiram com o App e se motivaram em manter o controle da saúde. Como conclusão, a gamificação para esse contexto mostrou-se eficaz, não adicionando complexidade ao aplicativo e promovendo os resultados de engajamento desejados.Submitted by Aline Rezende (alinerezende@upf.br) on 2018-08-11T00:05:43Z No. of bitstreams: 1 2018NathaliaPintoCechetti.pdf: 2841043 bytes, checksum: 6c25fb3c3d13816ff57ed5aae78865eb (MD5)Made available in DSpace on 2018-08-11T00:05:43Z (GMT). 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dc.title.por.fl_str_mv |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
dc.title.alternative.por.fl_str_mv |
A proposition of gamification in system m-Healt for the engagement of the users |
title |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
spellingShingle |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários Cechetti, Nathália Pinto Computação Acompanhamento terapêutico Paciente CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO |
title_short |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
title_full |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
title_fullStr |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
title_full_unstemmed |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
title_sort |
Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários |
author |
Cechetti, Nathália Pinto |
author_facet |
Cechetti, Nathália Pinto |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
De Marchi, Ana Carolina Bertoletti |
dc.contributor.advisor1ID.fl_str_mv |
73750220034 |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/4180557886735944 |
dc.contributor.authorID.fl_str_mv |
03288922037 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/4673582139231770 |
dc.contributor.author.fl_str_mv |
Cechetti, Nathália Pinto |
contributor_str_mv |
De Marchi, Ana Carolina Bertoletti |
dc.subject.por.fl_str_mv |
Computação Acompanhamento terapêutico Paciente |
topic |
Computação Acompanhamento terapêutico Paciente CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO |
dc.subject.cnpq.fl_str_mv |
CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO |
description |
To increasingly engage people on the usage of mobile applications through motivation, gamificationemerges, incorporating game elements in non-game context. The lack of engagement during apatient’s treatment is a regular concern among health professionals, who have been adopting technology as a motivational factor. In this context, this study presents a gamification proposition that aims to promote engagement in user’s treatment with the use of e-Health systems. The proposition considered three key factors: design techniques, system context and the end user. The method is composed by seven stages: inspection and analysis of system requirements and its functionalities,mapping of the target audience characteristics, identification of interaction flows, gamification analysis applied in similar systems, selection of gamification elements, prototyping and development, and, finally, evaluation. The development stage resulted in two versions of the eLifeStyle App, one with the game elements gathered from the previous stages, and one without these elements. The developed application is part of the eLifeStyle platform. The app has eight indicators that help the hypertensive patient to self monitor their health care, which may be followed and assisted by a health professional. At the evaluation stage, 14 hypertensive patients were invited, including five patients undergoing treatment for arterial hypertension, followed by a cardiologist at the Passo Fundo City Hospital; one patient undergoing treatment with a cardiologist at Hospital Santo Antônio of Tapejara; and eight patients who were not assisted by health professionals during the testing period. Participants were divided into four groups to verify if the inclusion of gamification would promote greater engagement in health care, as it follows: CGCA - gamified app and health monitoring with a professional; CGSA - gamified app without monitoring; SGCA - non-gamified app and health monitoring and SGSA - non-gamified app and no health monitoring. Data collection included: engagement questionnaire, technology acceptance questionnaire (TAM), system logs and participants feedback. Results showed gamification favored the engagement, stimulating intrinsic motivation in the participants. In addition, groups assisted by health professionals spent more time with the app, and were motivated in maintaining the control of their health. As conclusion, gamification proved to be effective for this context, since it did not add complexity to the application and promoted the desired engagement results. |
publishDate |
2018 |
dc.date.accessioned.fl_str_mv |
2018-08-11T00:05:43Z |
dc.date.issued.fl_str_mv |
2018-03-21 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
CECHETTI, Nathália Pinto. Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários. 2018. 103 f. Dissertação (Mestrado em Computação Aplicada) - Universidade de Passo Fundo, Passo Fundo, RS, 2018. |
dc.identifier.uri.fl_str_mv |
http://tede.upf.br/jspui/handle/tede/1464 |
identifier_str_mv |
CECHETTI, Nathália Pinto. Uma proposição de gamificação em sistemas m-Healt para o engajamento dos usuários. 2018. 103 f. Dissertação (Mestrado em Computação Aplicada) - Universidade de Passo Fundo, Passo Fundo, RS, 2018. |
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http://tede.upf.br/jspui/handle/tede/1464 |
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por |
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por |
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500 500 600 |
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Universidade de Passo Fundo |
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