9,402 research outputs found

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Behavioural economics, motivating psycho-education improvements; a mobile technology initiative in South Africa

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    Here we report on a health behavioural support project, using incentivised behaviour on a mobile platform through M4JAM. This was a proof of concept study to support further developments, more specifically targeted at the management of Tuberculosis and Human Immunodeficiency Virus. The study reported here examines the impact of financial rewards and app towards improving mental health outcomes in South Africa. 136 participants were recruited from a database and dichotomized into self-determined and heteronomous groups based on self-report scores. Overall the findings highlighted that personal financial incentives have a role in motivating behaviour and that individuals with higher levels of self-determinate motivation. The findings are discussed in light of the usefulness of an incentivized mobile platform in real-world practice to encourage mental health improvements in a low to middle-income countries

    Gamification and online consumer decisions: Is the game over?

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    Consumption can be more than just a necessity; it can become a leisure activity. With the emergence of e-commerce and social media, products and services are just one click away; a trend that is further driven by gamified systems. This research aims to systematically analyze the most relevant academic literature on gamification, to establish if it influences online consumer decisions and, if so, which elements, mechanisms, and theories can explain it. After a thorough search from Web of Science and Scopus databases using SciMAT, 257 papers were analyzed. Twenty-nine (29) of the 36 papers found show empirical evidence that the inclusion of game elements in non-game activities has a significant influence on consumer engagement and online consumer decisions in digital contexts. Moreover, rewards and challenges were identified as the two most used mechanisms, with points, badges, and leaderboards being the most tested gamification elements. The Self- Determination Theory (SDT) and the Technology Acceptance Model (TAM) are the two most common theoretical explanations for why gamification works. Lastly, possible future studies to include thematic, methodological and theoretical agendas were discussed

    Fostering employee creativity through creativity-contingent extrinsic and intrinsic rewards that emphasise creativity: A systematic review of creativity academic papers

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    Creativity is widely believed to be necessary to increase quality performance. Thus, in today’s more challenging and competitive environment, the contemporary organization frequently utilizes rewards practices to stimulate creative activities among employees. Existing research on reward practices shows evidence that creativity contingent rewards play a vital role in improving employee creative performance. This study presents a systematic review of extrinsic and intrinsic rewards that contribute to creativity and their effect on employee creativity. The findings show that regardless of the degree of importance of the rewards perceived by the employee, both the extrinsic and intrinsic rewards were positively correlated with the behaviour of creativity behavior. Interestingly, the results showed that creativity-contingent intrinsic rewards have relatively stronger effects on employee creativity when compared to creativity-contingent extrinsic rewards

    Institutions for Health Care Delivery: A Formal Exploration of What Matters to Health Workers Evidence from Rwanda

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    Most developing countries face important challenges regarding both the quality and quantity of health care they provide and there is a growing consensus that health workers play an important role in this. Although contemporary analysis of development emphasizes the central role of institutions, surprisingly little work looks at how institutions matter for health workers and health care delivery, which is the focus of this paper. One reason for the scarcity of work in this field is that it is unclear what the relevant theory is in this area. We carry out a formal exploratory analysis to identify both the problems and the institutional factors that offer an explanation. Using qualitative research on Rwanda, a country where health care problems are typical but where the institutional environment is dynamic enough to embody changes, we find that four institutional factors explain health worker performance and career choice. Ranked in order of ease of malleability they are: incentives, monitoring arrangements, professional norms and health workers’ intrinsic motivation. We discuss their role and the implications for future research.health workers, institutions

    User Engagement In Finnish Mobile Health Applications: Use of Gamification and Social Elements

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    Objectives The main objectives of this study were to analyze how gamification and social elements are used to engage the users of Finnish mobile health applications, as well as the possible connection between these two aspects. Additionally, the relationship between theory and practice is explored through the most relevant consumer psychology frameworks and models. Concerning user engagement, the study focuses particularly on motivation creation. Summary In the rapidly growing field of mobile health, successful consumer engagement is critical. In this thesis, diverse means for motivation creation are covered to answer the above-mentioned objectives. Four Finnish health applications were chosen for the analysis according to their diverse purposes and features. Qualitative interviews were conducted for four implementers and three active users of these applications. Both viewpoints were explored to understand the big picture; tools used to build motivation and outcomes in the mind of the consumer. Conclusion The research indicates that there is an intertwined connection between gamification, social elements, and user engagement. The results propose that social elements are required to make game elements fully motivational. Means and tools used for motivation creation vary according to the nature and purpose of the application. Experience-driven applications create motivation through social and game elements, whereas more data-driven ones use more functional tools to motivate. Theories considered in health application development mainly consist of social-centered models

    UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification

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    This paper describes the development and evaluation of UniCraft: a gamified mobile app designed to increase the engagement of undergraduate students with the content and delivery of their course. Gamification projects rely on extrinsic motivators to encourage participants to engage, such as compulsory participation or real-world rewards. UniCraft incorporates an asynchronous multiplayer battle game that uses constructive competition to motivate students, without using motivational levers that may reduce intrinsic motivation. The novel battle game employed by UniCraft employs Player vs Environment (Shafer, 2012) and Player Matching (Jennings, 2014) to ensure students work together in similarly ranked small groups as a team against a shared enemy. A study was undertaken which examined students' long-term engagement with UniCraft within the context of a 12-week long undergraduate programming course. The app was initially provided with the battle feature disabled, so that the effect on motivation and engagement could be studied when it was introduced during the intervention. Detailed interaction data recorded by the app was augmented by semi-structured interviews in order to provide a richer perspective on its effect at an individual and group level. The interaction data revealed convincing evidence for the increased motivational power of the battle feature, and this was supported by the interview data. Although no direct negative effects of competition were observed, interviews revealed that cheating was prevalent and this could in turn have unintended negative side-effects on motivation. Full results are presented and case studies are described for three of the participants, giving an insight into the different styles of interaction and motivation experienced by students in this study
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