Impact of Gamification on Subject Engagement and Data Quality in Health-care Surveys on Mobile Applications

Autor: Raúl Manuel Fidalgo da Silva Teixeira Viana
Jazyk: angličtina
Rok vydání: 2022
Předmět:
Druh dokumentu: Dissertação
Popis: Gamification can be described as using video-game mechanics and elements in non-game contexts to improve user engagement by using not only playfulness and fun, but also pride and competi- tiveness. The usage of gamification is not limited to a particular discipline; it is applicable in fields related to education, workplace, business, sport, software and health care. Health-care studies may rely on surveys to collect data from subjects. The traditional methods have been phone interviews or paper surveys. These have the disadvantages of being very time and staff consuming, alongside with the afterwards digitalisation burden. With the ongoing easier and cheaper access to mobile computing and wireless communica- tions, new approaches arise based on this paradigm. The surveys can be delivered inside mobile apps to be filled out by the subjects more conveniently. This alternative overcomes all the previ- ously mentioned method's disadvantages and brings easiness and practicability in filling out the survey. In pain-related surveys specifically, this is even more prominent because the survey filling out moment isn't bound with a medical consultation or a pre-determined phone call. Instead, it's done when the user feels more suitable. This can lead to registers being made temporarily close to the facts, increasing data quality and accuracy. On the other hand, the users are left to participate in the study at their own leisure, and there's no pressure to fill out and finish the survey. Applying gamification features to health-care surveys can increase subject engagement. This will improve the data quality and, therefore, helps establish this mobile-based survey design with more confidence. This could lead to a speeding-up of the studies' preparation phase and to a mitigation of the data handling burden, which can increase the number of studies published and knowledge produced. The "Instituto de Saúde Pública da Universidade do Porto" (ISPUP), is developing a health- care cohort study about chronic pain in adolescents. The data will be collected in a mobile appli- cation, and gamification features will be added to engage users and assure data quality. To measure the impact of the gamification techniques, the mobile application will be made available in a pilot survey to a restricted number of users, without any gamification elements. Then the selected gamification elements will be implemented, and the resulting mobile application will be used to collect data in the ISPUP project to measure chronic pain. The usability metrics for these two moments will be measured and compared. The results to be analysed will be the login behaviour, the time taken to finish each section of a questionnaire and the whole questionnaire, and the subject interaction with the gamification elements.
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