Designing Personalized Persuasive Game Elements for Older Adults in Health Apps

Yongyan Guo, Tongyao Yuan, Siyu Yue

APPLIED SCIENCES-BASEL(2022)

引用 2|浏览0
暂无评分
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.
更多
查看译文
关键词
persuasive technology, gamification elements, older adults, health education app, Kano model, conjoint analysis method
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要