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Fadda M, Galimberti E, Fiordelli M, Romanò L, Zanetti A, Schulz PJ. Effectiveness of a smartphone app to increase parents' knowledge and empowerment in the MMR vaccination decision: A randomized controlled trial. Hum Vaccin Immunother 2017; 13:2512-2521. [PMID: 29125783 DOI: 10.1080/21645515.2017.1360456] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023] Open
Abstract
Researchers are trying to build evidence for mhealth effectiveness in various fields. However, no evidence yet is showing the effectiveness of mhealth on parents' attitudes and behavior with regard to recommended vaccination of their children. The aim of this study was to look into the effects of 2 smartphone-based interventions targeting MMR vaccination knowledge and psychological empowerment respectively. The interventions used gamification features and videos in combination with text messages. We conducted a 2x2 between-subject factorial randomized controlled trial (absence/presence of knowledge intervention X absence/presence of empowerment intervention) with parents of young children in Italy. We randomly allocated 201 eligible participants to one of the 4 conditions. Data were collected by questionnaires at baseline and posttest. Primary outcomes were MMR vaccination knowledge, psychological empowerment, risk perception, and preferred decisional role; secondary outcomes included MMR vaccination intention, attitude, confidence, and recommendation intention. A significant gain in vaccination knowledge was reported by all experimental groups compared with the control (F(3,179) = 48.58, p < .000), while only those receiving both interventions reported a significant increase in their psychological empowerment (t(179) = -2.79, p = .006). Participants receiving the intervention targeting knowledge reported significantly higher intention to vaccinate (t(179) = 2.111; p = .03) and higher confidence in the decision (t(179) = 2.76; p = .006) compared with the control group. Parent-centered, gamified mobile interventions aimed at providing parents with vaccination-related information can be used to increase their knowledge, their intention to vaccinate as well as their confidence in the vaccination decision.
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Affiliation(s)
- Marta Fadda
- a Institute of Communication and Health, Faculty of Communication Science , University of Lugano , Lugano , Switzerland
| | - Elisa Galimberti
- a Institute of Communication and Health, Faculty of Communication Science , University of Lugano , Lugano , Switzerland
| | - Maddalena Fiordelli
- a Institute of Communication and Health, Faculty of Communication Science , University of Lugano , Lugano , Switzerland
| | - Luisa Romanò
- b Department of Biomedical Sciences for Health , University of Milan , Milan , Italy
| | - Alessandro Zanetti
- b Department of Biomedical Sciences for Health , University of Milan , Milan , Italy
| | - Peter J Schulz
- a Institute of Communication and Health, Faculty of Communication Science , University of Lugano , Lugano , Switzerland
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Deng M, Chan AH, Wu F, Liu S. Effects of the Contextual Variables of Racing Games on Risky Driving Behavior. Games Health J 2017; 6:249-254. [DOI: 10.1089/g4h.2016.0103] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Affiliation(s)
- Mingming Deng
- School of Management, Xi'an Jiaotong University, Xi'an, China
- School of Mechanical and Electrical Engineering, Shaanxi University of Science and Technology, Xi'an, China
| | - Alan H.S. Chan
- Department of Systems Engineering and Engineering Management, City University of Hong Kong, Kowloon Tong, Hong Kong
| | - Feng Wu
- School of Management, Xi'an Jiaotong University, Xi'an, China
| | - Shulin Liu
- School of Management, Xi'an Jiaotong University, Xi'an, China
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Hoffmann A, Christmann CA, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017; 5:e13. [PMID: 28592397 PMCID: PMC5480012 DOI: 10.2196/games.7216] [Citation(s) in RCA: 32] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/22/2016] [Revised: 03/17/2017] [Accepted: 04/06/2017] [Indexed: 01/15/2023] Open
Abstract
Background In today’s society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health behavior change. However, it remains unclear to which extend available gamification techniques are integrated in stress management apps, and if their occurrence is linked to the use of elements from behavior change theory. Objective The aim of this study was to investigate the use of gamification techniques in stress management apps and the cooccurrence of these techniques with evidence-based stress management methods and behavior change techniques. Methods A total of 62 stress management apps from the Google Play Store were reviewed on their inclusion of 17 gamification techniques, 15 stress management methods, and 26 behavior change techniques. For this purpose, an extended taxonomy of gamification techniques was constructed and applied by 2 trained, independent raters. Results Interrater-reliability was high, with agreement coefficient (AC)=.97. Results show an average of 0.5 gamification techniques for the tested apps and reveal no correlations between the use of gamification techniques and behavior change techniques (r=.17, P=.20), or stress management methods (r=.14, P=.26). Conclusions This leads to the conclusion that designers of stress management apps do not use gamification techniques to influence the user’s behaviors and reactions. Moreover, app designers do not exploit the potential of combining gamification techniques with behavior change theory.
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Affiliation(s)
- Alexandra Hoffmann
- Junior research group wearHEALTH, Department of Computer Science, University of Kaiserslautern, Kaiserslautern, Germany
| | - Corinna A Christmann
- Junior research group wearHEALTH, Department of Computer Science, University of Kaiserslautern, Kaiserslautern, Germany
| | - Gabriele Bleser
- Junior research group wearHEALTH, Department of Computer Science, University of Kaiserslautern, Kaiserslautern, Germany
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Boyle SC, Earle AM, LaBrie JW, Smith DJ. PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions. Addict Behav 2017; 67:8-17. [PMID: 27978426 DOI: 10.1016/j.addbeh.2016.11.024] [Citation(s) in RCA: 34] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/20/2016] [Revised: 11/14/2016] [Accepted: 11/30/2016] [Indexed: 11/28/2022]
Abstract
Gamified interventions exploit the motivational characteristics of a game in order to provide prevention information and promote behavior change. Despite the modest effect sizes observed in increasingly popular web-based personalized normative feedback (PNF) alcohol interventions for college students, previous research has yet to consider how gamification might be used to enhance efficacy. This study examines whether a novel, gamified PNF intervention format, which includes a point-based reward system, the element of chance, and personal icons to visually represent users, is more effective in reducing short-term alcohol use than the standard web-based style of PNF currently used on college campuses. Two-hundred and thirty-seven college students were randomly assigned to receive either a standard brief, web-based PNF alcohol intervention or the same alcohol intervention components delivered within a Facebook-connected social game called CampusGANDR (Gamified Alcohol Norm Discovery and Readjustment). In both study conditions participants answered identical questions about their perceptions of peer drinking norms and own drinking and then received the same PNF slides. Two weeks following PNF delivery, participants again reported their perceptions of peers' alcohol use and own drinking. Students in the CampusGANDR condition reported significantly reduced peer drinking norms and alcohol use at the two-week follow-up relative to students who received identical PNF delivered by standard online survey. Further, a mediation model demonstrated that this effect was driven by larger reductions in perceived drinking norms among participants assigned to receive CampusGANDR, relative to control. As web-based PNF is becoming an increasingly universal prevention strategy, findings from this study suggest gamification may represent one method by which intervention efficacy could be substantially improved. The potential methodological and economic benefits associated with gamified PNF interventions are emphasized and directions for future research are discussed.
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Lau PW, Lau EY, Wang JJ, Choi CR, Kim CG. A Pilot Study of the Attractive Features of Active Videogames Among Chinese Primary School Children. Games Health J 2017; 6:87-96. [DOI: 10.1089/g4h.2016.0021] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Affiliation(s)
- Patrick W.C. Lau
- Department of Physical Education, Faculty of Social Sciences, Hong Kong Baptist University, Hong Kong
| | - Erica Y. Lau
- School of Kinesiology, University of British Columbia, Vancouver, Canada
| | - Jing Jing Wang
- Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong
| | - Cheong-rak Choi
- Division of Sport Science, College of Science and Technology, Konkuk University, Seoul, South Korea
| | - Chang Gyun Kim
- Division of Sports Science, College of Arts and Design, Gachon University, Seongnam, South Korea
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Johnson D, Deterding S, Kuhn KA, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interv 2016; 6:89-106. [PMID: 30135818 PMCID: PMC6096297 DOI: 10.1016/j.invent.2016.10.002] [Citation(s) in RCA: 374] [Impact Index Per Article: 41.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/20/2016] [Revised: 10/25/2016] [Accepted: 10/25/2016] [Indexed: 01/10/2023] Open
Abstract
BACKGROUND Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. AIMS We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. METHODS We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. RESULTS We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes. CONCLUSIONS The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).
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Affiliation(s)
- Daniel Johnson
- Queensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia,Corresponding author.
| | | | - Kerri-Ann Kuhn
- Queensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia
| | - Aleksandra Staneva
- Queensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia
| | - Stoyan Stoyanov
- Queensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia
| | - Leanne Hides
- Queensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia
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Malone LA, Rowland JL, Rogers R, Mehta T, Padalabalanarayanan S, Thirumalai M, Rimmer JH. Active Videogaming in Youth with Physical Disability: Gameplay and Enjoyment. Games Health J 2016; 5:333-341. [PMID: 27696899 DOI: 10.1089/g4h.2015.0105] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
OBJECTIVE For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo® Wii™, Sony PlayStation3 Move, and Microsoft Xbox® Kinect), across three sessions. Participants' primary means of mobility were manual (n = 13) and power (n = 3) wheelchairs; majority were diagnosed with cerebral palsy or spina bifida. Functional level was assessed using 17 International Classification of Functioning, Disability and Health mobility items. Participants played each AVG for 8 minutes with a 5-minute rest. Quality of gameplay and ability to use controller were recorded on a five-point Likert scale. HR was recorded immediately following each game and participants completed the Physical Activity Enjoyment Scale (PACES). PACES scores were compared across games and correlations were examined among the variables. RESULTS PACES scores were significantly greater for Wii Punch-Out compared to Xbox Fitness, Sports Rivals, and Zumba, and for PS3 Sports Champions compared to Xbox Zumba. Higher HR was associated with higher quality of gameplay and a higher PACES score. As quality of gameplay increased, the PACES score increased. CONCLUSION Game performance and exercise intensity were positively correlated with AVG enjoyment in youth with physical disability, specifically mobility impairments. Further research is warranted to examine the capacity of AVG play to be an enjoyable health-enhancing activity for individuals with physical disability.
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Affiliation(s)
- Laurie A Malone
- 1 UAB/Lakeshore Research Collaborative , Birmingham, Alabama
| | - Jennifer L Rowland
- 2 Department of Physical Medicine and Rehabilitation, Baylor College of Medicine , Houston, Texas.,3 TIRR-Memorial Hermann Spinal Cord Injury and Disability Research Center , Houston, Texas
| | - Rebecca Rogers
- 4 Department of Kinesiology, Samford University , Birmingham, Alabama
| | - Tapan Mehta
- 1 UAB/Lakeshore Research Collaborative , Birmingham, Alabama.,5 Department of Health Services Administration, University of Alabama at Birmingham , Birmingham, Alabama
| | | | | | - James H Rimmer
- 1 UAB/Lakeshore Research Collaborative , Birmingham, Alabama
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