1,686 research outputs found

    Healthy lottery. A design theory for a mobile system to increase compliance of individuals with diabetes

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    This article shows the preliminary results of an ongoing study to develop a system that financially rewards individuals with diabetes. Previous studies have already shown that monetary incentives appear to be the strongest motivator for older individuals with type II diabetes. Nonetheless, design criteria for a mobile service are not well established and there is no study available to assess the viability of a system that financially rewards individuals for self-management. Therefore, in this paper we explore a design theory that describes a new mobile service that integrates data from existing mobile application, and includes a self-supported lottery in a business model, which allows patients with effective self-management to be rewarded without any deficit. Our prototype is based on a social business model, which aims at improving patients’ health and that can be described as ”healthy” for them

    Technical and Behavioral Interventions for Medication Adherence through Mobile Health

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    In this research, we present a novel intervention, Carrot and Stick, to improve the outcome of one of the self-management tasks, medication adherence (MA), among patients with chronic disease(s). Our design incorporates the growing importance of mobile health (m-health) in Health Information Technology (HIT) with the users’ dependency on mobile phones to facilitate valuable behavioral changes. Drawing on Social Cognitive Theory, Social Exchange Theory, Goal-setting Theory, and people’s dependence on smartphones, we develop the functionalities in our intervention, including positive and negative reinforcement, goal-setting, and social connections. The iterative process of our development follows the Design Science Approach. In the evaluation and validation of our intervention, we not only examine the intervention’s impacts on patients through analytical models and simulation but also demonstrate the possible active support of the intervention from healthcare providers based on the current pay-for-performance (P4P) scheme. Our results suggest that (1) with the help of electronic medication container, appropriate reminder design can reduce the patients’ chances of forgetting doses, overdosing, and intaking doses at the wrong time, (2) positive reinforcement can help increase the probability of the patient achieving expected MA, while negative reinforcement has a further impact that is added to the increment, (3) our intervention can assist the patient in saving more than $600 per year, and (4) under the current P4P scheme, physicians with the exceptional performance or with bad performance are likely to invest in the intervention to change their patients’ behaviors, while physicians with good performance are less likely to participate. Our research is the first to utilize negative reinforcement in intervention design to enhance MA; it is also the first to provide corresponding interventional solutions that are customized according to elements derived from theories. Besides, the focus and understanding of healthcare providers’ involvement in the incentive program can facilitate the adoption, prescription, and implementation of the proposed intervention

    Tailoring persuasive health games to gamer type

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    Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior

    Eat & tell: A randomized trial of random-loss incentive to increase dietary self-tracking compliance

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    National Research Foundation (NRF) Singapore under International Research Centres in Singapore Funding Initiativ

    Critical Perspectives Sustainability of the on South African Civil Society Sector

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    This report presents the findings of a research and advocacy process that included consultative workshops with CSOs in all nine of South Africa's provinces, interviews with CSOs, politicians, government departments, the NLB, NDA and local funders. The report highlights the successes and ongoing problems associated with the NLB and the NDA. It locates them within a broader context of government unevenness, inefficiency and corruption
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