Implementation of adaptive gamification principles in an mHealth application
Abstract
This paper presents the implementation of IUProst, a gamified mHealth application designed to aid in the treatment of urinary incontinence in men who have undergone prostate removal surgery as a result of prostate cancer. The application focuses on performing pelvic exercises. This research delivers a gamified mHealth application, analyzes usage data generated by the gamified application, and presents an implementation model for game components that was incorporated into Framework L, enabling the use of the components in the context of adaptive gamification. The study collected gamified data for 60 days during a 120-day period. During the gamified period, exercise performance increased significantly, representing 83% of all exercises performed, despite a similar number of users using the application. This suggests that gamification positively supported patient engagement.
Keywords:
mHealth, IUProst, selfcare, urinary incontinence, prostate cancer
References
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de Oliveira, L. W. (2018). Framework l para desenvolvedores de mhealth no contexto de self-care e gamificação. Master’s thesis, UFG.
Estevam, F. E. B. (2022). Iuprost: Aplicativo móvel para controle da incontinência urinária em homens submetidos à prostatectomia radical. Master’s thesis, UFMG.
Frawley, H. C., Dean, S. G., Slade, S. C., and Hay-Smith, E. J. C. (2017). Is pelvic-floor muscle training a physical therapy or a behavioral therapy? a call to name and report the physical, cognitive, and behavioral elements. Physical therapy, 97(4):425—437.
Marczewski, A. (2015). Even ninja monkeys like to play: Gamification, game thinking and motivational design. CreateSpace Independent Publishing.
Oliveira, L. W. and Carvalho, S. T. (2020). A gamification-based framework for mhealth developers in the context of self-care. pages 138–141.
SBEB (2022). Prêmio sbeb-boston scientific de inovação em engenharia biomédica para o sus 2022. Boston Scientific e Sociedade Brasileira de Engenharia Biomédica.
Tondello, G. F., Orji, R., and Nacke, L. E. (2017). Recommender systems for personalized gamification. ACM.
de Oliveira, L. W. (2018). Framework l para desenvolvedores de mhealth no contexto de self-care e gamificação. Master’s thesis, UFG.
Estevam, F. E. B. (2022). Iuprost: Aplicativo móvel para controle da incontinência urinária em homens submetidos à prostatectomia radical. Master’s thesis, UFMG.
Frawley, H. C., Dean, S. G., Slade, S. C., and Hay-Smith, E. J. C. (2017). Is pelvic-floor muscle training a physical therapy or a behavioral therapy? a call to name and report the physical, cognitive, and behavioral elements. Physical therapy, 97(4):425—437.
Marczewski, A. (2015). Even ninja monkeys like to play: Gamification, game thinking and motivational design. CreateSpace Independent Publishing.
Oliveira, L. W. and Carvalho, S. T. (2020). A gamification-based framework for mhealth developers in the context of self-care. pages 138–141.
SBEB (2022). Prêmio sbeb-boston scientific de inovação em engenharia biomédica para o sus 2022. Boston Scientific e Sociedade Brasileira de Engenharia Biomédica.
Tondello, G. F., Orji, R., and Nacke, L. E. (2017). Recommender systems for personalized gamification. ACM.
Published
2024-06-25
How to Cite
ANJOS, Filipe M. S. dos; CARVALHO, Sergio T..
Implementation of adaptive gamification principles in an mHealth application. In: ARTUR ZIVIANI AWARD - THESES AND DISSERTATIONS CONTEST (MASTER'S) - BRAZILIAN SYMPOSIUM ON COMPUTING APPLIED TO HEALTHCARE (SBCAS), 24. , 2024, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 67-72.
ISSN 2763-8987.
DOI: https://doi.org/10.5753/sbcas_estendido.2024.2824.
