详细信息

Designing Personalized Persuasive Game Elements for Older Adults in Health Apps  ( SCI-EXPANDED收录)  

文献类型:期刊文献

英文题名:Designing Personalized Persuasive Game Elements for Older Adults in Health Apps

作者:Guo, Yongyan[1];Yuan, Tongyao[1];Yue, Siyu[1]

机构:[1]East China Univ Sci & Technol, Sch Art Design & Media, Shanghai 200237, Peoples R China

年份:2022

卷号:12

期号:12

外文期刊名:APPLIED SCIENCES-BASEL

收录:;WOS:【SCI-EXPANDED(收录号:WOS:000818428700001)】;

基金:This research was funded by the Ministry of Education Humanities and Social Sciences Foundation of China, grant number (17YJCZH055).

语种:英文

外文关键词:persuasive technology; gamification elements; older adults; health education app; Kano model; conjoint analysis method

摘要:The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select personalized game elements for older adults and use them in health education app design. Firstly, based on the DMC model, the Kano model was used to identify the demand attributes of game mechanisms, and three gamification mechanisms (winning, feedback and reward) preferred by the elderly were selected. Secondly, the corresponding gamification elements were selected by the focus group method, and nine virtual products were generated. Thirdly, the virtual products were rated and conjointly analyzed to obtain the relative importance of gamification mechanisms and the utility values of gamification elements, and a comparative analysis was conducted on four characteristics of older adults: age, gender, personal income, and education. The results obtained the best combination of gamification elements chosen by the elderly under different classifications. Finally, design guidelines on persuasive gamification elements were developed based on the characteristics of older adults, and a modified gamification model was proposed. The results of this study provide suggestions and guidelines for the design of persuasive gamification in health education apps, which will help improve the satisfaction of older adults with health apps.

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