Behave Yourself Podcast

79. Gamification


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Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits.

Over 100 000 health applications (apps) are available worldwide for smart- phones with exercise, diet and weight management apps being the most popular downloads.

>500 million people globally currently use mobile health applications.

There is little evidence that public health practitioners and users participate in the design of health apps and most apps do not contain theoretically consistent behaviour change techniques. Very few apps comply with regulatory processes or have had their effectiveness formally assessed, leading to concerns about lack of benefit or even potentially harmful apps.

We would hope they would focus on behaviour change techniques  - A behaviour change technique is ‘an observable, replicable and irreducible component of an intervention designed to alter or redirect causal processes that regulate behaviour; that is, a technique is proposed to be an “active ingredient” (e.g., feedback, self-monitoring, reinforcement)’.


* Nintendo Wii fit
* Fitbits and Apple Watches - ‘closing the rings’
* Nuffield health offers Apple Watches and similar for hitting health goals (e.g. steps, # of times in gym)
* Fitbit and garmin offer friend challenges


Lamyae Sardi, Ali Idri, José Luis Fernández-Alemán. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics. Volume 71, pg 31-48.
ISSN 1532-0464,
https://doi.org/10.1016/j.jbi.2017.05.011



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Disclaimer: While we’re both behaviour analysts and qualified in our respective fields, this podcast is for education and information sharing only and should not be taken as personal, medical or behavioral advice or services. 

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