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Thesis:Author(YearofSubmission)"Fullthesistitle",UniversityofSouthampton,nameofthe
UniversityFacultyorSchoolorDepartment,PhDThesis,pagination.
Data:Author(Year)Title.URI[dataset]
UNIVERSITYOFSOUTHAMPTON
FACULTYOFPHYSICALSCIENCESANDENGINEERING
SchoolofElectronicandComputerScience
GamificationforTheSelf-managementofChronicIllnesses
by
AlaaAbdullahAlMarshedi
Thesisforthedegreeofdoctorofphilosophy
July_2017
UNIVERSITYOFSOUTHAMPTON
ABSTRACT
FACULTYOFPHYSICALSCIENCESANDENGINEERING
SchoolofElectronicandComputerScience
ThesisforthedegreeofDoctorofPhilosophy
GAMIFICATIONFORTHESELF-MANAGEMENTOFCHRONIC-ILLNESSES
AlaaAbdullahAlMarshedi
Theuseofgamificationinhealthcarehasbeenreceivingagreatdealofattentioninboth
academicresearchandindustry,butthereareyettobeframeworksandguidelinesforits
implementation.Thisthesisfocusesontheuseofgamificationintheself-managementofchronic
illnesses,inparticular,diabetes.Thethesispresentsanovelframeworkandasetofguidelinesfor
developerstoimplementgamificationinthisarea.
Theframework,calledTheWheelofSukr,combineselementsfromself-managementpractices,
gameelements,andbehaviourchangemethods.Itconsistsof28elementsgroupedunder8
themes.Theframeworkhasbeenvalidatedusingamixed-methodapproachbyconducting
interviewswithexpertsfromthefieldsofmedicine,psychology,games,andgamification.
Moreover,aquestionnairewascompletedbyindividualswithdiabetesinordertomeasuretheir
attitudestowardsthethemesoftheframework.Thisstudyindicatedanoverallacceptanceofthe
notionofgamificationintheself-managementofdiabetes.
Aftervalidation,asetofguidelinesbasedontheframeworkwasintroduced.Theguidelineswere
validatedusingamulti-methodapproachwhereexpertinterviewsandfocusgroupsessionswere
conducted.Theguidelinesreceivedsupportfromtheexperts,whoagreedthattheyaccurately
reflecttheframeworkandthatdeveloperscanpotentiallyusethemtocreategamifiedself-
managementappsforchronicillnesses.Moreover,developerswhoparticipatedinthefocus
groupsessionswelcomedtheguidelines.Theyfoundthemtobeclear,useful,andimplementable.
Furthermore,theywereabletosuggestseveralwaysofgamifyinganon-gamifiedself-
managementappwhentheywerepresentedwithone.Thefindingssuggestthattheguidelines
introducedinthisresearchareclear,useful,andreadytobeimplementedforthecreationofself-
managementappsthatusethenotionofgamificationasdescribedintheWheelofSukr
framework.
i
TableofContents
TableofContents............................................................................................................i
ListofTables..................................................................................................................v
ListofFigures...............................................................................................................vii
DECLARATIONOFAUTHORSHIP.....................................................................................ix
Acknowledgements.......................................................................................................xi
Chapter1: Introduction........................................................................................1
1.1 Peer-ReviewedContributions.................................................................................4
Chapter2: LiteratureReview................................................................................7
2.1 Gamification............................................................................................................7
2.1.1 GameElementsandDynamics................................................................10
2.1.2 CulturalandSocialContext.....................................................................13
2.1.3 GamificationandSeriousGames............................................................14
2.1.4 GamificationApplicationFields...............................................................16
2.1.5 GamificationFrameworks.......................................................................23
2.2 GamificationandHumanPsychology....................................................................25
2.2.1 Motivation...............................................................................................26
2.2.2 BehaviourChange...................................................................................31
2.3 GamificationforHealthcare..................................................................................33
2.3.1 ChronicIllnessesandSelf-management.................................................35
2.3.2 GamifyingSelf-managementofChronicIllnesses...................................37
2.3.3 TheGapintheLiteratureanditsImportance:........................................41
2.4 Summary...............................................................................................................42
Chapter3: Methodology.....................................................................................45
3.1 OverviewofResearchMethods............................................................................45
3.2 ResearchProcess...................................................................................................49
3.3 Summary...............................................................................................................52
Chapter4: FrameworkanditsValidation............................................................55
ii
4.1 Background...........................................................................................................55
4.2 FrameworkDesignProcess...................................................................................56
4.2.1 TheElementsandThemes......................................................................57
4.3 TheWheelofSukrFramework..............................................................................63
4.4 ValidationoftheWheelofSukr:Mixed-Methods................................................64
4.5 Study1:ExpertInterviews....................................................................................65
4.5.1 Interviews DesignandProcess................................................................65
4.5.2 InterviewsFindings.................................................................................68
4.6 Study2:TheQuestionnaire...................................................................................77
4.6.1 QuestionnaireDesignandProcess..........................................................77
4.6.2 QuestionnaireResults.............................................................................85
4.7 Discussion..............................................................................................................97
4.8 Summary.............................................................................................................103
Chapter5: TheSetofGuidelinesanditsValidation...........................................105
5.1 TheTransitionfromtheFrameworktotheGuidelines.......................................105
5.2 TheWheelofSukrGuidelines.............................................................................114
5.3 ValidationoftheGuidelines:Multi-Methods......................................................122
5.4 Study1:ExpertInterviews..................................................................................123
5.4.1 InterviewsDesignandProcess..............................................................123
5.4.2 InterviewsFindings...............................................................................124
5.5 Study2:FocusGroupInterviews.........................................................................130
5.5.1 FocusGroupInterviewsDesignandProcess.........................................130
5.5.2 FocusGroupInterviewsFindings..........................................................131
5.6 Discussion............................................................................................................135
5.7 Summary.............................................................................................................137
Chapter6: Conclusions......................................................................................139
6.1 Contributions......................................................................................................143
6.2 Futurework.........................................................................................................144
AppendixA.................................................................................................................149
iii
AppendixB.................................................................................................................151
AppendixC.................................................................................................................156
ListofReferences.......................................................................................................159
v
ListofTables
Table2-1Similaritiesbetweengamemechanicsandhumandesires(Bunchball,2012)............12
Table2-2PersuasiveStrategies(Cugelman,2013).....................................................................13
Table2-3Tenmostpopulargamificationelements(Cugelman,2013)......................................13
Table2-4Differencesbetweenvideogames,seriousgamesandgamification..........................15
Table2-527Gamificationappsclassifiedinto10categories.....................................................22
Table3-1DifferencesbetweenQuantitativeandQualitativeMethods.....................................49
Table4-1Alistofelementssynthesisedfromtheliteratureonthehealthcareofchronicillnesses
........................................................................................................................57
Table4-2Alistofelementssynthsisedfromgamificationliterature.........................................58
Table4-3Alistofelementssynthesisedfrombehaviourandgamificationliterature...............59
Table4-4TheWheelofSukrThemes..........................................................................................62
Table4-5InterviewExperts.........................................................................................................66
Table4-6Thequestionnaire.......................................................................................................81
Table4-7G*PowerValues..........................................................................................................83
Table4-8DatafromPart1oftheQuestionnaire........................................................................87
Table4-9FrequencyTable..........................................................................................................88
Table4-10TheStatisticalAnalysisoftheQuestionnaire(SPSS)................................................89
Table5-1SectionsoftheGuidelines.........................................................................................112
Table5-2ScoreTable(Ratingsfrom0-9)..................................................................................131
vii
ListofFigures
Figure2-1Thedifferencebetweengamingandplaying(AdaptedfromDeterding,Dixon,etal
2011).................................................................................................................9
Figure2-2ExtrinsicMotivationClassification(adaptedfrom(RyanandDeci,2000))................27
Figure2-3TheFlowTheory:Challenge–SkillBalance(Adaptedfrom(Csikszentmihalyi,1990))30
Figure2-4Maslow'sHierarchyofHumanNeeds........................................................................31
Figure2-5Fogg'sBehaviourModel.............................................................................................32
Figure2-6Tinyhabits..................................................................................................................33
Figure3-1ResearchProcess........................................................................................................51
Figure4-1TheThreeMainAreasofResearch............................................................................56
Figure4-2TheEightThemesandtheirElements........................................................................60
Figure4-3TheWheelofSukr......................................................................................................64
Figure4-4ComponentsofTriangulationforFrameworkValidation..........................................64
Figure4-5ParticipantsAgeGroup..............................................................................................86
Figure5-1ComponentsofTriangulationofGuidelinesValidation...........................................122
ix
DECLARATIONOFAUTHORSHIP
I,AlaaAbdullahAlmarshedi
declarethatthisthesisandtheworkpresentedinitaremyownandhasbeengeneratedbymeas
theresultofmyownoriginalresearch.
GAMIFICATIONFORTHESELF-MANAGEMENTOFCHRONIC-ILLNESSES
Iconfirmthat:
1. Thisworkwasdonewhollyormainlywhileincandidatureforaresearchdegreeatthis
University;
2. Whereanypartofthisthesishaspreviouslybeensubmittedforadegreeoranyother
qualificationatthisUniversityoranyotherinstitution,thishasbeenclearlystated;
3. WhereIhaveconsultedthepublishedworkofothers,thisisalwaysclearlyattributed;
4. WhereIhavequotedfromtheworkofothers,thesourceisalwaysgiven.Withtheexception
ofsuchquotations,thisthesisisentirelymyownwork;
5. Ihaveacknowledgedallmainsourcesofhelp;
6. Wherethethesisisbasedonworkdonebymyselfjointlywithothers,Ihavemadeclear
exactlywhatwasdonebyothersandwhatIhavecontributedmyself;
7. Partsofthisworkhavebeenpublishedas:
• AlMarshedi,Alaa,Wills,GaryandRanchhod,Ashok(2016)Gamifyingself-managementof
chronicillnesses:amixed-methodsstudyJMIRSeriousGames,4,(2),pp.1-11.
(doi:10.2196/games.5943).(PMID:27612632).
• AlMarshedi,Alaa,Wills,GaryandRanchhod,Ashok(2017)GuidelinesfortheGamification
ofSelf-ManagementofChronicillnesses:Multi-methodstudy.JMIRSeriousGames,5,(2),
(doi:10.2196/games.7472).(PMID:28500018).
• AlMarshedi,Alaa,Wills,GaryandRanchhod,ashok(2015)ThewheelofSukr:a
frameworkforgamifyingdiabetesself-managementinSaudiArabiaThe5thInternational
ConferenceonCurrentandFutureTrendsofInformationandCommunication
TechnologiesinHealthcare(ICTH2015)(doi:10.1016/j.procs.2015.08.370).
• AlMarshedi,Alaa,Wills,GaryandRanchhod,Ashok(2014)Gamificationtoimprove
adherencetodiabetictreatmentinSaudiArabiaAtInternationalConferenceon
InformationSociety(i-Society2014),UnitedKingdom.10-12Nov2014.2pp.
• Almarshedi,Alaa,Wills,Gary,Wanick,VanissaandRanchhod,Ashok(2017)Gamification
andbehaviour.In,Gamification:Morethanjustgames!UsingGameElementinSerious
Contexts.Springer
x
Signed: ..............................................................................................................................................
Date: ..............................................................................................................................................
xi
Acknowledgements
First,Iwouldliketothankmyparents,husband,andfamilyfortheirconstantencouragementand
support,andespeciallymyhusbandforhispatienceandunderstandingthroughoutmyPhD
journey.
IamverygratefultomymainsupervisorDr.GaryWillsforhissupportandguidance.Iwouldalso
liketothankmycolleaguesforthemanydiscussionsthatwehadthroughoutourstudies.
Finally,IacknowledgethesponsorshipbytheSaudiGovernmentScholarshipProgram.
Chapter1
1
Chapter1: Introduction
Gamificationistheuseofgameelementsbeyondthescopeofentertainment.Itincorporatesthe
engagingandrewardingaspectsofgamesintootherareas(e.g.healthcareandeducation)to
increasemotivationandengagement,andinfluencebehaviour.Gamificationisconsideredoneof
thepopularemergingtechnologiesinindustry(LeHongandFenn,2013).Itstartedaroundten
yearsagoinindustry,whereafewcompaniesprovidedgamificationplatformstoenhancethe
motivationandengagementofemployees,andtocreateashiftinthebehaviourofconsumers
(Dale,2014).Eversince,ithasbeenreceivingagreatdealofattentioninindustryandiscurrently
appliedindifferentareassuchasinbusiness,marketing,education,andhealthcare.Accordingto
arecentreport,gamificationisestimatedtobean11billionUSDindustryin2020(Marketsand
Markets2016).Furthermore,therehasbeenagrowinginterestingamificationintheacademic
literatureoverthepastfewyears(SeabornandFels,2014).Itisaninterdisciplinaryfieldofstudy
wheretheresearchrangesfromstudyingitseffectstoprovidingframeworksandguidelinesforits
applicationinspecificareas(Simões,RedondoandVilas,2012;Nguyen,2015;Nackeand
Deterding,2017).
Moreover,theadvancementintechnologies,smartphones,andtrackingtechnologiescouldhave
playedaroleintheincreasedinterestingamification,specificallyforhealthcarepurposes(Swan,
2009;Deterding,2012).Itcouldbeusedtofacilitateuser-centredhealthcareandinfluencehealth
behaviours.Healthcareencompassesmanyareassuchasfitnessandself-management.In
particular,theself-managementofchronicillnessesisanareawheretherearemanychallenges
andopportunities.
Oneofthemajorchronicillnessesisdiabetes.Diabetesiswidespreadinmanycountries
throughouttheworldanditsprevalenceishighinmanyplaces.Thisillnessrequiresextensive
self-careandtheself-managementofseveralaspectsofdailylife.Thisisrepetitiveandcouldbe
challengingtosomeindividuals.Althoughthereareelectroniclogbooksandonlineforumsfor
individualswithdiabetes,thesetoolsandcommunitiesmightnotbeengagingnormotivatingto
users.Thus,itisofinteresttoenhancethemotivationofindividualswithdiabetes,increasetheir
engagementwiththeirdailyself-managementtasks,andmakethisdailyprocesseasierand
perhapsanenjoyableexperience.Thisiswheregamificationmayplayamajorrole.
Thewaythatgamificationtriestoenhancemotivationandengagement,andinfluencebehaviour
isbasedonanumberofpsychologicaltheories.Thesetheoriesaddressanumberofaspects:First,
motivation,itstypes,andhowpeoplearemotivated.Second,thecircumstancescausingdifferent
Chapter1
2
typesofbehaviourandhowtoencourageuserstocarryoutcertaintasks.Third,howtosustain
themotivationandengagementofusersandtoachievethedesiredeffectsofgamification.
Therearemanyaspectsofgamificationthatincorporatethesetheories.Forexample,areward
systemthatisbasedonpoints,badgesandleaderboardsmayextrinsicallymotivateusers,while
creatinganexperiencethatenhancesfeelingsofmastery,purpose,andautonomycanintrinsically
motivateandencouragethemtocarryoutthedailytasksofself-management.
Whilegamificationispromisinginthisarea,surprisingly,incorporatinggamificationintotheself-
managementofchronicillnesseshasnotbeenstudiedagreatdealintheliterature.Inparticular,
therearenoframeworksorguidelinesthatcombineelementsfromthegamification,behaviour
change,andself-managementliteraturetoaidthedevelopmentofgamifiedself-management
appsforindividualswithchronicillnessessuchasdiabetes.Tofillthisgapintheliterature,this
thesiswillprovidethefirstframeworkforthegamificationoftheself-managementofchronic
illnesses.Moreover,asetofguidelinesthataiddevelopersinthegamificationoftheself-
managementofchronicillnesseswillbeproposed.
Theframeworkwillsynthesiseelementsfromtheliteratureongamification,behaviourchange,
andtheself-managementofchronicillnessesespeciallydiabetes.Next,toensurethatthe
frameworkisvalidforsuchanarea,itwillbevalidatedusingamixed-methodapproach.In
particular,medicaldoctors,psychologists,andgamificationexpertswillbeinterviewedtoobtain
theirinsightsontheframework.Inaddition,individualswithdiabetes(basedinSaudiArabia)will
participateinaquestionnairethataimstomeasuretheirattitudestowardstheconceptscovered
bytheframework.Theresultsofbothstudieswillbeusedtovalidatetheframework.
Theframeworkwillthenbetranslatedintoasetofguidelinesthatcanbeappliedpracticallyby
developers.Theguidelineswillcontaindefinitions,goals,adescription,andanapplicationtoaid
developersincreatinggamifiedself-managementappsforchronicillnesses.Tovalidatethe
guidelines,amulti-methodapproachwillbeused.Inparticular,thesetofguidelineswillbe
assessedbyexpertinterviewstoensurethattheyrepresenttheframeworkaccuratelyand
comprehensively.Theguidelineswillbemodifiedaccordingtothefeedbackoftheexperts.The
modifiedversionoftheguidelineswillbediscussedwithdevelopersinfocusgroupinterviews.
Thepurposeofthefocusgroupdiscussionswithdevelopersistwo-fold:thefirstaimistocollect
theirviewsontheclarityusefulness,andeaseofimplementationoftheguidelines.Thesecond
aimistotestiftheycouldthinkofpracticalwaystogamifyappsbasedontheguidelines.The
resultsofbothstudieswillbeusedtovalidatethesetofguidelines.
Chapter1
3
Theoverallstructureofthethesistakestheformofsixchapters:
Chapter1providesanintroductiontotheoverallthesisandalistofapeer-reviewed
contributionsbasedonthisPhDwork.
AliteraturereviewispresentedinChapter2inwhichtheauthorexplorestheliteratureinthe
threemainareasofresearchinthisthesis:gamification,behaviourchange,andtheself-
managementofchronicillnesses(specificallydiabetes).
Thechapterstartswithareviewofgamificationandincludesitsdefinitionandthecultural
contextwhichhasledtoitspopularity.Moreover,similarconceptstogamificationandafocuson
itsapplicationsandthefieldsinwhichithasbeenimplementedwillalsobediscussed.
Thechapterthenpresentsareviewonmotivation,ittypes,andhowitisusedingamification.
Thissectionofthechapteralsocoversanumberofbehaviourmodelsandtheoriesthatarelinked
togamificationandwouldbeofinterestingamificationforhealthcare.
Finally,thechapterpresentsasectionontheuseofgamificationinhealthcareandtheself-
managementofdiabetes.
Chapter3providesthemethodologyusedinthisthesis.Thechapterstartsbygivinganoverview
oftheresearchmethodsemployed.Itthenexplainsthespecificresearchmethodstobeusedin
thevalidationoftheproposedframework,namelyTheWheelofSukr.Thiscoverstheuseof
triangulationandmixed-methodstovalidatetheframework,whichconsistsofexpertinterviews
andaquestionnaireforpotentialusers.
Afterthat,thechaptergoesontopresenttheresearchmethodsusedinthevalidationofthe
proposedguidelines,namelyTheWheelofSukrGuidelines.Thiscoverstheuseofamulti-method
approachofqualitativeresearchmethods.Thevalidationoftheguidelinesinvolvedexpert
interviewsandfocusgroupsessions.
InChapter4theframeworkanditsvalidationwillbepresented.Thechapterstartsbydiscussing
theframeworkdesignprocessanditscomponents.Theresearchmethodsemployedforthe
validationoftheframeworkarepresented.Thevalidationprocessconsistsoftwostudies.First,
theexpertinterviewsandthefindingsarepresented.Then,thequestionnaireandtheresultsare
presented.Finally,thechapterendswithadiscussionofthefindingsandresultsofbothstudies.
Chapter5presentsthesetofguidelinesandtheirvalidation.Thechapterstartswiththe
transitionprocessfromtheframeworktothecreationoftheguidelines.Then,theresearch
methodsthatareusedtovalidatethesetofguidelinesarepresented.Thevalidationprocess
Chapter1
4
consistsoftwoqualitativestudies.First,theexpertinterviewsandthefindingsarepresented.
Then,theguidelineswillbemodifiedpriortoconductingthesecondstudy.Afterthat,thesecond
studyinvolvingfocusgroupinterviewswillbepresentedwithitsfindings.Lastly,thefindingsof
bothstudieswillbeusedtovalidatethesetofguidelines.
Finally,inChapter6aconclusiontothethesisisprovidedandanoverviewoffutureresearch
directionswillbepresented.Thechapterwillalsopresentresearchimplicationsandlimitations.
1.1 Peer-ReviewedContributions
Thisthesiscombinesanumberofresearchresults,whichhavebeenpublishedinpeer-reviewed
journals,conferences,orbooks.
BookSection:
Almarshedi,Alaa,Wills,Gary,Wanick,VanissaandRanchhod,Ashok(2017)Gamificationand
behaviourIn,Gamification:Morethanjustgames!UsingGameElementsinSeriousContexts.
Springer(Citation=1)
JournalPapers:
AlMarshedi,Alaa,Wills,GaryandRanchhod,Ashok(2016)Gamifyingself-managementofchronic
illnesses:amixed-methodsstudyJMIRSeriousGames,4,(2),pp.1-11.(doi:10.2196/games.5943).
(PMID:27612632).(Citation=4)
AlMarshedi,Alaa,Wills,GaryandRanchhod,Ashok(2017)GuidelinesfortheGamificationofSelf-
ManagementofChronicillnesses:Multi-methodstudy.JMIRSeriousGames,5,(2),
(doi:10.2196/games.7472).(PMID:28500018).
AlMarshedi,Alaa,Wills,Gary,Wanick,VanissaandRanchhod,Ashok(2015)SGI:aframeworkfor
increasingthesustainabilityofgamificationimpactInternationalJournalforInfonomics,8,(1/2),
pp.1044-1052.(Citation=11)
Conferences:
AlMarshedi,Alaa,Wills,GaryandRanchhod,ashok(2015)ThewheelofSukr:aframeworkfor
gamifyingdiabetesself-managementinSaudiArabiaThe5thInternationalConferenceonCurrent
andFutureTrendsofInformationandCommunicationTechnologiesinHealthcare(ICTH2015)
(doi:10.1016/j.procs.2015.08.370).(Citation=4)
Chapter1
5
AlMarshedi,Alaa,Wills,GaryandRanchhod,Ashok(2014)Gamificationtoimproveadherenceto
diabeteictreatmentinSaudiArabia.AtInternationalConferenceonInformationSociety(i-Society
2014),UnitedKingdom.10-12Nov2014.2pp.
AlMarshedi,Alaa,Wanick,Vanissa,Wills,GaryandRanchhod,Ashok(2014)Towardsasustainable
gamificationimpactAtInternationalConferenceonInformationSociety(i-Society2014),United
Kingdom.10-12Nov2014.(Citation=4)
Chapter2
7
Chapter2: LiteratureReview
Thischapterpresentsareviewontheliteratureofthethreemainareasofresearchinthisthesis.
Thesearegamification,motivationandbehaviourchangemethods,andtheself-managementof
chronicillnesses,specificallydiabetes.Thechapterstartswithdefininggamification,givesa
backgroundontheculturalandsocialcontextthathasledtoitsrise,discussesasimilarconcept,
andprovidesanoverviewofsomegamificationappsandframeworks.Thesecondpartofthe
chaptercoversthepsychologyofgamification.Itdiscussesthedifferenttypesofmotivationand
theirrelevancetogamification,andbehaviourchangemethodsthatcanbeutilisedinconjunction
withgamification.Thethirdpartofthechaptercoversgamificationinhealthcare.Itstartsby
givingabackgroundtochronicillnesses,theself-managementofchronicillnesses,andtheroleof
communityandpeersupport.Then,theuseofgamificationforchronicillnesses,specifically
diabetes,isdiscussed.
2.1 Gamification
Thenotionthatgamesandworkcannotcoexisthaschangedinrecentyears.Gameshave
surpassedtheirtraditionalboundaries(Deterding,Sicart,etal.,2011),andarenolonger
constrainedtoonegenderorage(Griffiths,DaviesandChappell,2004;Williams,YeeandCaplan,
2008;EntertainmentSoftwareAssociation,2016).Arecentstudyshowsthatthemajority(63%)of
householdsintheUSalonehaveatleastonepersonwhoplaysvideogamesregularly
(EntertainmentSoftwareAssociation,2016).Moreover,millennialshavegrownupplayinggames,
whichmakethemaccustomedtothenatureofgamesintermsofpursuingrewardsandseeking
moreengagementfromexperiences(AndersonandRainie,2012).Thesefactorsaswellasthe
availabilityofcheaptrackingtechnologiesandafocusonindividualandbehaviouralanalytics
haveledtotheriseofgamification(Deterding,2012).
Differentdefinitionsexistforgamificationinindustryandacademia(Llagostera,2012;Seaborn
andFels,2014).However,themostciteddefinitionandtheoneusedinthisthesisisthedefinition
introducedby(Deterding,Dixon,etal.,2011;Deterding,Sicart,etal.,2011):
“Theuseofgameelementsinnon-gamingcontexts”
Theaimofgamificationistoengage,motivate,andinfluencethebehaviourofusers(Deterding,
Sicart,etal.,2011;HamariandKoivisto,2015).Thisisachievedinafunway,benefitingfrom
theoriesusedingamessuchasflowtheory,andtheinnateurgeinusersforrecognitionand
instantpositivefeedback(discussedinSection2.2.1.3).Gamificationdrawsheavilyfromgames
Chapter2
8
andhumanpsychology.Forexample,theelementsthatareconsideredtomakegamessuccessful,
accordingtoReevesandRead(2009),namelygoals,feedback,points,levels,competitions,
teamworkandself-representation(e.g.Avatars)whichareimplementedinastorylinethat
motivatesusers.
Someresearcherssaythattheterm“gamification”firstappearedin2008,thoughitdidnotgain
momentumuntil2010(Deterdingetal.,2011).However,thetermwascoinedbyNickPellingin
2002/2003(Hagglund,2012;Dale,2014).Thereisanon-goingdebateontheterm“gamification”
andothertermshavebeenusedinplaceofitsuchas“gamefuldesign”(Deterdingetal.,2011)
and“gamefulness”(McGonigal,2011).However,theterm“gamification”isstillthemost
commonlyused(Deterdingetal.,2011).Thisdebatecouldbearesultofthefactthatitisa
relativelynewfield.
Gamificationisderivedfromgames,whichfallunderthebroadercategoryofplay(Zimmerman
andSalen,2003;Deterding,Dixon,etal.,2011).Caillios(2001),theFrenchphilosopher,who
studiedgamesandplay,consideredthemtwooppositeformsofplayactivities.Playisdescribed
asbeingspontaneousandimaginative,withimprovisationalbehavioursandmeanings.Onthe
otherhand,gamesarecharacterizedbyrules,instructions,andcompetitionstoreachadefined
goaloroutcome(ZimmermanandSalen,2003;Juul,2005).Thisdifferentiationbetweenplayand
gameinfluencedthedefinitionofgamificationinworkbyDeterding,Dixon,etal(2011).More
specifically,toys,forexample,representthewholeconceptofplaying.Ononehand,playful
designrepresentsonlypartsoftheconceptofplay.Ontheotherhand,gamingtakenasawholeis
manifestedingames,orseriousgames,whereasgamificationrepresentspartsoftheconceptof
gamingwhichareusedinnon-gamingcontextssuchashealthcare.Thiscategorisationhasbeen
illustratedbyDeterding,Dixon,etal.(2011)inFigure2-1.
Chapter2
9
Figure2-1Thedifferencebetweengamingandplaying(AdaptedfromDeterding,Dixon,etal
2011)
Eventhoughtheterm“gamification”isnew,theconceptitselfisnot.Theuseofpoints,badges,
leaderboards,andcompetitionsintheworkplacehadalreadybeenintroducedinthepastwith
similargoalstogamification(Nelson,2012).Indeed,theuseofrewardsisnotlimitedtothe
modernday;anditextendsfarbackintohistory.Peoplethroughouthistoryunderstoodthe
impactofrewards,whichleavepeoplefeelinghappy(Schultz,2006).Theserewardscouldbeof
materialformorintheformofbadges,whichconveystatus.
Theuseofrewardsandincentivesstillexistsinmanyaspectsofourlives.Inschoolforexample,
childrenareawarded“goldstars”forgivingcorrectanswersorbeinggoodinclass.Thisalso
extendstotheworkplace,whereemployeesareawardedthetitle“employeeofthemonth”for
producinghighqualitywork.Nevertheless,theuseofrewardstomotivateandengageusersisan
oldtopicinhumancomputerinteraction.Gamesinspiredthecreationof“Heuristicsfordesigning
enjoyableandengaginginterfaces”intheearly1980s(Malone,1982;Deterding,Sicart,etal.,
2011).
Ingamification,itisassumedthatsocietyissimilartogames;bothcontainrules,prizesand
penalties,winningandlosing,competitionsandcollaborations,individualplayersandteams
Chapter2
10
(Wortley,2014).Someofthesefactorsareutilisedingamificationdesigntoinfluencebehaviour
andmotivateusers.
2.1.1 GameElementsandDynamics
Gameelementscanbeoneofthreetypes:mechanics,dynamics,andaesthetics.Thisisbasedon
thewell-knowngamedesignframeworkMDA,whichstandsformechanics,dynamics,and
aesthetics(Hunicke,LeBlancandZubek,2004).AccordingtotheMDAframework,game
mechanicsrefertotherules,rewardsandtheactionsthatthecanbecarriedoutbytheuserin
thegame.Inthegamificationliterature,gameelementsandgamemechanicsareusuallyusedas
synonymous(WerbachandHunter,2012;CodishandRavid,2014).Forexample,pointsand
badgesarereferredtoasgameelementsandgamemechanics.Ontheotherhand,game
dynamicsarewhatarisewithtimebecauseofgamemechanics(ZichermannandCunningham,
2011).Forexample,competitionarisesfromreceivingbadgesoradvancinginonaleaderboard.
Moreover,gameaestheticsaretheemotionsthatresultedfromtheexperienceofthegame.
Gamificationencompassesavarietyofelementsincludingsomeofthepopularvideogame
elementsthataregoal-orientedandfocusedonrewardingachievementssuchasbadges,levels,
leaderboardsandprogressbars.Therewardingsystemsusedingamificationcouldinvolvegaining
virtualcurrency,orredeeming,trading,giftingorexchangingpoints.Researchsuggeststhat
gamificationofactivitiescanleaveuserswithpositiveeffects(Hamari,KoivistoandSarsa,2014).
Thiscouldbeduetotheuseofrewards,whichbythemselvesleadtofeelingsoflikingand
pleasure(Schultz,2006).Gamificationcouldresultinasatisfyingfeelingwhenaccomplishing
regularoreverydaytasks.Itprovidestheuserwithascaleandmeasurementofhowtheyare
progressing(McGonigal,2011).Rewardscanbepresentedinmanyforms,includinggraphicsand
audio.Thisgivesfeedbacktousersandencouragesthemtodobetterandfinishchallenges.
Moreover,thereisanon-goingdebatebetweengamificationexpertsregardingthesoleuseof
rewardssuchaspoints,badges,andleaderboards(PBL)(Deterding,2012).Someclaimthatsimply
addingPBL,achievement,socialchallenges,andfeedbackleadstoanincreaseinuser
engagement(McCallum,2012b).However,Deterding(2010)arguesthatmerelyaddinggame
mechanicsandelementstoanactivityoraservicedoesnotresultinafunexperience.Heasserts
thatcreatingagamifiedexperienceisaniterativeprocessthatisbestdonewiththeinputof
gamedevelopers’expertiseandtestsonatargetaudience.Deterdingmaintainsthatmost
gamificationvendorsdonotusegamemechanicssuchasresourcemanagementandtime
pressure,butinsteadtheycreatenovel“gamy”formsoffeedback.This,however,doesnotcreate
long-termengagementbecausetheappealofnoveltywearsoffquickly(Deterding,2012).The
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11
location-basedappFoursquareisanexampleofthistypeofgamification.Theappgainedover25
millionusersduetotheuseofgamification(Frith,2013),however,afterafewmonthsthenovelty
effectworeoffanddidnotresultinsustainedandlongtermengagement(Carlson,2012).This
suggeststheimportanceofconsideringlong-termengagementandsustainabilitythroughintrinsic
motivation(seeSection2.2).
Gamificationisnotlimitedtotheuseofmechanicsordigitalcomponents(Deterding,Dixon,etal.,
2011).Itincludestheuseofothernon-mechanicalaspectsofgames,whicharegameaesthetics.
Storylinesandthemesaretwogameaestheticsthatcanbeusedingamification.Astorylineisthe
narrativeorstoryofthegame,whilethemesarethevisualbackgroundthatusersconnectwith.
Theseelementscouldcomeinconjunctionwiththeflowtheory(discussedinSection2.2.1.3)to
increasetheengagementofusersandenhancethegamificationexperience.Ingamification,the
storylinecouldbeusedtogivecontexttothegamifiedactivity,andthiscouldmakethe
experienceappearmeaningful.Forexample,intheself-managementofanillness,amonster
couldbeusedtorepresenttheillnessitself,whereuserscan“win”overthemonsterby
completingthetasksintheapp.Itcouldbethoughtofasameanstosustaintheengagementof
usersoverthelongterm.Thiscouldbehelpfulforgamificationinlearning(Kapp,2012).
Inhealthcare,thestorylinecouldbeincorporatedintheformofafictionalcharacterthattheuser
canbeatbymaintainingahealthydietforexample.Also,thefictionalcharactercouldbeamentor
thatguidestheuserandhelpthemadvancefromoneleveltotheother.Thestorylineelementin
agamificationapplicationcouldcreateanenvironmentthatisofrelevancetotheuser.
Turningbacktogamemechanics,anumberofthewidelyusedmechanicsingamificationare
suggestedtoberelatedtohumandesires.Bunchball(2012),compiledatabletoclarifythisidea
[Table2-1].Inthistable,itcanbeseenthatthedesiretoberewardedislinkedtogettingpoints
andstatusislinkedtolevelsingamemechanics.Alsowecanseethatstatus,achievements,and
competitionarelinkedtoallgamemechanics.Thetablesuggeststhatonecanusegame
mechanicsthatcorrespondstohumandesireinordertoinitiateorreinforcebehaviour.Thisis
commoninthevideogameindustryassuggestedbythetablecontent.
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12
Table2-1Similaritiesbetweengamemechanicsandhumandesires(Bunchball,2012)
HUMANDESIRES
GAME
MECHANICSReward
Status
Achievement
Self-Exp
ression
Competition
Altruism
POINTS u n n n n
LEVELS u n n
CHALLENGES n n u n n n
VIRTUALGOODS n n n u n
LEADERBOARDS n n u n
GIFTING&
CHARITY n n n u
Furthermore,Cugelman(2013)suggeststherearesevenprinciplesfromgamesthatcanbe
incorporatedintoappstomakethemengagingandfun.Heidentifiedtheseprinciplesafter
conductingareviewofanumberofgamificationstudiesfromacademicandnon-academic
sources.Table2-2liststheprinciplesthathereferstoaspersuasivestrategies.Accordingto
Cugelman,thesearewhatmakegamificationpersuasiveandengaging.Thus,itcouldmotivate
usersandinfluencetheirbehaviour(seeSection2.2.2).
Theidentifiedingredients,astheCugelmanpointsout,arerelatedtoprovenhealthbehaviour
changestrategies.However,thelastingredient“funandplayfulness”isanexceptionsinceithas
notbeenstudiedintensivelyinthehealthbehaviourchangeliterature.Gamificationaddsfunand
playfulnesstohealthbehaviouralchangetheoriesandcombiningthetwocouldresultinan
effectivechange.
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13
Table2-2PersuasiveStrategies(Cugelman,2013)
Thepersuasivearchitectureofgamificationandits7persuasivestrategiesGoalsetting Committingtoachieveagoal.
Capacitytoovercomechallenges Growth,learning,anddevelopment.
Providingfeedbackonperformance Receivingconstantfeedbackthroughtheexperience.
Reinforcement Gainingrewards,avoidingpunishment.Compareprogress Monitoringprogresswithselfandothers.Socialconnectivity Interactingwithotherpeople.Funandplayfulness Payingoutanalternativereality.
Examplesofgameelementsthatarewidelyusedingamificationincludepoints,badges,
challenges,leaderboards,levels,andvirtualgoods.AccordingtoBunchball(2012),game
mechanicsgeneratechallenging,fun,orsatisfyingemotionsassociatedwithgamifiedactivity,in
whichthegeneratedemotionsarethosewhichconstitutegamedynamics(suchasrewards,
achievement,competition,status,self-expression,andaltruism).
PBLandrewards,challenges,andlevelsareamongstthemostusedelementsfromgamesin
currentgamifiedapplications(Mekleretal.,2013;Hamari,KoivistoandSarsa,2014;Seabornand
Fels,2014;Dichevaetal.,2015;DarejehandSalim,2016).Cugelman(2013)compiledalistofthe
mostpopulargameelementsusedingamificationandthisisshownin[Table2-3].
Table2-3Tenmostpopulargamificationelements(Cugelman,2013)
Providingcleargoals Allocatingpoints
Offeringachallenge Showingprogress
Usinglevels(incrementalchallenges) Providingfeedback
Givingrewards Providingbadgesforachievements
Showingthegameleaders Givingastoryortheme
2.1.2 CulturalandSocialContext
Theriseofgamificationcouldresultfromtheintersectionofanumberoffactorsincludingthe
popularityofvideogames.RecentstudiesshowthatintheU.S.alone,consumersspent$23.5
billionongamesin2015(EntertainmentSoftwareAssociation,2016).Theincreaseinthesalesof
computerandvideogamescouldbeduetotheadvancesmadeintechnologyandinthegame
industryitself.Thewideacceptanceandavailabilityofsmartphonesandtabletscouldbeafactor
inbreakingthestereotypingofgamesandgamers.Additionally,36%ofthemostfrequentgamers
usesmartphonestoplaygames(EntertainmentSoftwareAssociation,2016).Thesedeviceshave
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14
notonlydiversifiedthegamesconsumerbase,butalsogivenafreshmeaningtosocialgames.
AccordingtoTheEntertainmentSoftwareAssociation,48%ofthemostfrequentgamersplay
socialgames.Theirstatisticsalsoshowedthatgamersarenolongerthoughttobeadolescent
males.Thestudyshowsthat59%oftheplayersaremaleand41%arefemale,breakinggender
stereotypesinthegameindustry.Moreover,thereisnoagelimittobeingagameplayer;infact,
thestudyshowedthattheaveragegameplayeris35yearsold,andthemostfrequentfemale
gameplayerisonaverage44yearsold.
Inlightofthis,thereisanincreasinginterestinthepotentialofgameelementstobeinfluentialin
otherfieldssuchashealthcare.McCallum(2012)suggeststhatthisis“thebeginningof
‘integratedgames’,wherethedataingamesandsocialnetworksbecomesintegratedwithall
otherformsofpersonaldata”.Theintegrationofgameelementsindifferentareasofourlivesis
unavoidable.Moreover,asmentionedearlier,millennialshavegrownupplayinggamesandare
technologicallysavvywithaccesstomanydigitalplatforms.Infact,theyareconnectedtotheir
digitaldeviceswhentheyworkandontheirleisuretime.Thissuggeststhatincorporatinggame
elementsineducationorhealthcarewouldappealtothem.
Littleresearchhasbeenundertakenonhowgenderdifferencesinfluenceandaffectgamification.
However,onestudyshowsthatfemalesaremorelikelytoperceivethesocialbenefitsofgamified
systemsthanmales(KoivistoandHamari,2014).Thestudyalsoreportedthatagedoesnotaffect
thebenefitsperceivedbygamification.Overall,itisimportanttokeepinmindthatnotallthe
aspectsofgamificationwillappealtoeveryone,suchascompetitions.Ingeneral,therearesome
studiesthatindicatethatmalesprefercompetitionmorethanfemales(CrosonandGneezy,
2009).Asthegamificationfieldisrelativelynew,toensurethatgamificationiswelldesignedand
implementeditneedstobestudiedintermsofthecommunityitistargeting.
2.1.3 GamificationandSeriousGames
Gamificationsharessomesimilaritieswithseriousgames,whicharefully-fledgedgamesdesigned
fornon-entertainmentpurposessuchaschangingtheplayers’knowledge,attitude,physicaland
cognitiveabilities,ormentalhealth(McCallum,2012a;Hochleitneretal.,2015).Bothgamification
andseriousgamesusefullgamestechniquesorelementsofgamesinareasoutside
entertainment.Table2-4showsthedifferencebetweenvideogames,seriousgames,and
gamification.
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15
Table2-4Differencesbetweenvideogames,seriousgamesandgamification
VideoGames SeriousGames Gamification
Designedas Acompletegame Acompletegame Notagame
Purpose Forpure
entertainment.
Foreducation,training,
assessments,andother
seriousscenarios.
Enhancemotivation,
engagement,and
influencebehaviour.
Seriousgamesareusedforeducationalortrainingpurposesinthehealthcarefieldandmany
otherareas,asopposedtovideogameswhicharesolelyusedforentertainmentpurposes
(Cawston,2012;Mccallum,2012).Unlikegamification,seriousgameshavebeenonthe
healthcaresceneforawhilenow(Susi,JohannessonandBacklund,2007;Mccallum,2012).In
particular,thereareseriousgamesdesignframeworksforrehabilitationtoincreasepatients
motivationandengagementwiththeirexerciseroutines(Floresetal.,2008;Barrettetal.,2016;
Holmesetal.,2016),andataxonomyforseriousgamesforrehabilitation(Rego,MoreiraandReis,
2002).Similarly,aframeworkforexergames,whichareseriousgamesthatutilisesensor
technologies,forhealthcare(Göbel,HardyandWendel,2010).Also,seriousgamesforindividuals
withAttentionDeficitHyperactivityDisorder(ADHD)tohelpthemdevelopbettertime
managementhabits(Frutos-Pascual,ZapirainandZorrilla,2014).Moreover,seriousgameshas
beenusedinhealthcareforeducationalpurposes(Tashiro,2009).Seriousgameshasalsobeen
usedforchildrenandadolescentswithdiabetestoeducatethemaboutdiabetesandhelpthem
fostergoodself-managementhabits(Wattersetal.,2006;Herteletal.,2013).However,itis
importanttomentionthatwhileseriousgamesandgamificationsharesomeelements(game
mechanics),theyareverydifferentfromeachother[Table2.4].Thus,itisnotappropriatetouse
seriousgamesframeworktocreategamificationapps.
Theentertainingaspectofseriousgamescouldplayaroleincreatinganengagingexperienceand
helpingusersinachievingtheseriouspurposeofthegame,suchaslearninganewskill.Ithas
beenpointedoutthatseriousgamestrytoinfluencepeopleinapositivewaypsychologically
sincethiscouldcontributeindevelopingnewskills,learningnewknowledge,andpromoting
positivehealthhabits(Wattersetal.,2006;Susi,JohannessonandBacklund,2007).
SeriousgamescanextendtophysicalactivitiesthroughtheusageoftoolssuchasMicrosoft’s
Kinect,whichisamotionsensordevicethatwasinitiallylaunchedin2010asapure
entertainmentadd-ontotheXbox360gamesconsole.However,inashorttimethedevicegained
popularityespeciallyincreatingseriousgamesforhealthcarepurposes,whichresultedina
significantincreaseinthenumberofhealthcareapplications(Cawston,2012).Jintronix,whichisa
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16
gamethathelpspatientsinphysicalandcognitiverehabilitation,isoneoftheexamplesofsuch
healthcareapplicationsthatgainedpopularitythroughKinect,aspointedoutinCawston(2012).
Sinceseriousgameshavebeenaroundforawhile,avarietyofseriousgamesapplicationsthat
aimtohelptype1diabeticpatientsimproveself-managementofdiabetesweredeveloped.One
oftheearlyexamplesistheNintendogamePacky&Marlon.Thisinteractivevideogame(Brown
etal.,1997)targetsdiabeticchildrenandteenstohelpthemimprovetheirself-managementof
diabetes.Diabeticdog1isanotherexampleofaseriousgamefordiabeticchildren.Thegame
takestheformofawidgetthatcanbeembeddedinwebsitesandblogs.Itteststheirknowledge
ondiabetesself-carebytakingcareofadiabeticdog.Thegamehasasocialaspectaswell;the
usercanchallengefriendswhoalsousethegame.
Asopposedtocreatingafull(serious)gametomanageanillness,gamificationisthedesignofa
gamifiedapproachforthispurpose.Whiletheemphasisofseriousgamesisthecreationofafull
game,theemphasisofgamificationistousegamedesignelementsandtechniquesinorderto
increasetheengagementofusers(ZichermannandCunningham,2011;KoivistoandHamari,
2014).
Chou(2014)referstogamificationasa“human-focuseddesign”,inwhichsystemsaredesigned
fortheusertosupporttheirneeds.Ontheotherhand,hestatesthatnon-gamificationdesigns
couldfocusonthefunctionalityofthesysteminsteadoftheuser(Chou,2014,2015).
2.1.4 GamificationApplicationFields
Gamificationhasbeengainingincreasedinterestinthepastfewyearsindifferentfieldssuchas
education,business,andhealthcare,tonamebutafew.Llagostera(2012)hascompiledalistof
referencesofgamificationtalks,books,andonlinediscussionstohighlighthowtheareaof
gamificationhasexpandedwidelyduringthepastyears.
Theexpansionofgamificationcouldbeattributedtothesuccessofapplicationslikethelocation-
basedserviceFoursquareandthesocialpartofthewell-knowngameFarmVille(Deterding,Dixon,
etal.,2011;ZichermannandCunningham,2011).InFoursquare2,differentbadgesandpointsare
awardedtousersforperformingcertaintaskssuchas“checkingin”atdifferentlocations.
However,eventhoughFoursquarewassuccessfulatthebeginning,wherethenumberof
registeredusersgrewfrom2millionto8millionin2011,theappdidnotsustainengagementof
1https://www.nobelprize.org/educational/medicine/insulin/game/insulin.html2https://foursquare.com/
Chapter2
17
itsuserbase(Deterding,2010).Thiscouldbeduetothesoleuseofpointsandbadges.Users
stopped“checking-in”oncetheinitialnoveltyeffectworeoffwithtime.Thisisrelevanttothe
issueofmotivationingamification,whichwillbediscussedinSec.2.2.1.
2.1.4.1 AppsandSystems
Inthissectionweprovideexamplesofappsandsystemsfromdifferentfieldssuchaseducation,
citizenscience,andhealthcarethatutilisedgamification.Table2-5listedthe27appsandsystems
discussedinthissectionandclassifiedthembasedontheiraimintotencategorisei.e.children
healthcare,generalhealthmanagement,preventivecare,citizenscience,user-generatedcontent,
socialcauses,educationandtraining,exerciseandwell-being,marketingandbusiness,andself-
care.
Somenewswebsiteshaveutilisedgamificationtoincreasetheiruserengagement.Forexample,
theonlinenewsplatformMashable3rewardeduserswithbadgesforcommentingonandsharing
newsarticlesusingtheirsocialmediaaccountsandgainedfollowers.Tocustomizetheexperience
fortheiruserstheyusedspecialbadgesnamedafterwebmemes,whichwerefamiliartotheir
audience.
Gamificationisalsoimplementedinuser-generatedcontenttoencourageuserstoworktowarda
collectivegoal.OneexampleistheforumStackOverFlow4.Itcanalsobeusedincitizenscience
projectssuchasprojectsinbiology,physics,andchemistry.Foldit5,whichisauser-generated
contentpuzzle,isanexampleofabiochemistryprojectthatusesgamificationtoattractusersand
keepthemengaged(Fuchsetal.,2014).ResearchersattheUniversityofWashingtonhave
developedFoldit,inwhichusersaregivenscoresonfoldingthestructureofselectedproteins
usingthevarioustoolsprovidedtothem.Bydoingthis,userscanhelpincreatingquicksolutions
thatotherwisewouldtaketheresearchersyearstosolve.Infact,Folditresultedinacrowd-
sourceddiscoveryofthemysteryofhowakeyproteinmightaidthesearchforacureforHIV
(AndersonandRainie,2012).
Furthermore,gamificationhasbeenusedtopromotesocialcauses.Anexampleisthegamified
appRecyclebank6,inwhichgamificationisusedtoofferredeemablerewardsfortakingsmart
everydaychoicestoencouragebetterbehaviour.Usersoftheappareencouragedtoparticipate
inaseriesof“greenchallenges”whichteachthemaboutgreenlivingandhowtoliveamore
3http://mashable.com/2011/10/26/news-gamification/#z7TEl7V16kqj4https://stackoverflow.com/5https://fold.it/portal/6https://www.recyclebank.com/
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18
sustainablelife.InareportreleasedbyRecyclebankinpartnershipwithGoogleanalyticsandROI
research(King,2011),97%oftheparticipantsindicatedthattheirenvironmentalknowledge
increasedafterusingtheapp.Moreover,86%oftheparticipantsagreedthatthegamification
aspectoftheapphadpositiveeffectsontheirawarenessofthistopicandineducatingthem
aboutit.Thestudyalsosuggeststhatgameelementscanhelpinmotivatinguserstotakecertain
actionssuchaspositivesocialandenvironmentactions.
Educationisanotherareainwhichthereisagrowinginterestintheuseofgamification.Itisused
toencouragestudentsandengagetheminthelearningprocess.AccordingtodeSousaBorgeset
al.(2014),gamificationstudiesineducationfocusoninvestigatingtheuseofgamificationto
improvestudents’motivationsandskills,andmaximizetheirlearning.KhanAcademy7and
Codecademy8areexamplesofwebsitesandappswhereonlinecoursesareprovidedand
gamificationisused.Inbothexamples,usersarerewardedwithpointsandbadgesforcompleting
assignmentsandcontinuingthecourse.Anotherexampleofgamifiededucationwebsitesand
appsisRibbonHero9,whichwascreatedbyMicrosofttohelpuserslearnOffice.
Gamificationhasbeenimplementedinmanyaspectsofhealthcareincludingfitnessand
treatmentsofobesity,andintheself-managementofchronicillnesses(Muntean,2011;Blohm
andLeimeister,2013;BARGEN,ZientzandHaux,2014).Moreover,someofthemostsuccessful
examplesofgamificationapplicationsthatencouragehealthybehavioursareNike+10and
RunKeeper11(Kingetal.,2013).Bothusegamificationtoincreaseusers’motivationtoexercise,
andsupporttheminmonitoringtheirphysicalactivities.Toachievethis,usersarerewardedwith
virtualtrophiesandbadgesforundertakingphysicalactivities.Theyareabletovisualizetheir
progressandcompareittoothers.Allofthisisdoneinasocialcontextinwhichuserscan
competewithfamilyandfriendsandotherswithinthecommunity.Theycanalsosharetheir
achievementsandrewardswiththeirfriendsandfamilyinothersocialnetworks.Thus,thishelps
turnendurancesportsintogames(BlohmandLeimeister,2013).
AnothersuccessfulexampleofgamificationinhealthandwellnessisSuperBetter12,whichisatool
forself-improvementthatprovidesuserswithanengaging,andinteractiveexperimenttoassist
theminreachingtheirhealthgoals(SuperbetterLabs,2013;Roepkeetal.,2015).Theapplication
7https://www.khanacademy.org/8https://www.codecademy.com/9https://www.microsoft.com/en-gb/download/details.aspx?id=2653110http://nikeplus.nike.com/plus/11https://runkeeper.com/12https://www.superbetter.com/
Chapter2
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tracksofusers’“quests”andpresentsdailyandweeklyto-doliststoreachgoalsonestepata
time.Theappprovidesuserswithpersonalisedassistance,feedbackonperformance,andadvice.
Zamzee13isanotherexampleofanappdesignedtoincreasethemotivationofchildrenandyoung
adolescentsforphysicalactivities.Itisusedinconjunctionwithaspecificwearabledevicethat
measuresactivitiesandconvertsthemtoredeemablepointsforbothvirtualandreal-liferewards.
SimilartoNike+andRunkeeper,Zamzeeuserscanadvancetohigherlevelsbasedontheir
rewardsandaccomplishments.Moreover,theycancompetewithfriends.
PainSquad14isanotherexampleofagamificationapplicationinhealthcare.Theappisdesigned
tohelpchildrenfromtheageofeighttoeighteenyearsoldtotracktheircancerrelatedpainby
keepingdailyreports.Thereportsincludeinformationabouttheplaceofthepain,itsseverity,its
effectontheuser’sactivities,thecauseofthepain,andwhatmakesitbetterorworse.Usersare
providedwithvirtualrewardsforusingtheappandmaintainingthereports,andtheycan
advancetohigherlevelsastheycontinueloggingtheirdata.
CafeWell15isagamificationplatformtargetingorganizationworkplacestoencourageemployees
topartakeinonlinecompetitionsinagemlikeenvironmenttoimprovetheirlifestyle.Itusedtobe
namedKeasandfocusoncompetitions,raffles,andquizzes16.However,thenewandimproved
platformfocusesonsocial,gamingandpersonalizationtechniquestodrivehealthcarevalueand
changeindividualbehavioursintheorganization.UsersarerewardedforcompletingHRAand
biometricscreening,andforengagingwithrecommendedfitnessactivitiesandcommunities
basedontheirhealthcondition.
SlimKicker17isagamifiedappfortrackinghealthandfitness.Ithelpsusersstaymotivatedto
reachtheirdietorfitnessgoalsbyturningtheprocessofachievingthisintoagame-like
experiencetheycanwin.Usersareawardedpointsforeatinghealthy,exercising,andcompleting
challengesprovidedintheapp(e.g.quittingsodaforaweek).Theappisalsobasedona
communitywhereuserscanenterchallengeswithothersandshareaccomplishments.Moreover,
toretaintheinterestofusers,thedifficultyofchallengesincreasesgraduallyastheuser
progressestohigherlevels.Theappalsoprovidesuserswithpersonalizedadviceandreminders
fromavirtualcoach.
13https://www.zamzee.com/14http://www.sickkids.ca/Research/I-OUCH/Pain-Squad-App/index.html15https://welltok.com/16http://www.enterprise-gamification.com/mediawiki/index.php?title=Keas17http://www.slimkicker.com/
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MangoHealth18isagamificationappfortheself-managementofillnesses.Ithelpsusersmanage
theirmedication,adheretoit,andadopthealthyhabits.Usersareaskedtocreateascheduleof
healthyhabitsthattheywanttomaintain.Thesecouldincludetakingmedicationontime,
recordingweight,checkingbloodpressureandotheractivitiesrelatedtoone’shealth.Thenthe
appprovidesuserswithreminderstomeettheirscheduledgoals.Userscanrecordinformation
aboutthehealthyhabitstheywanttomaintain,suchashowtheirmedicationmadethemfeel,
andtheycansharethenotestheytookwiththeirdoctors.Theappenablesuserstocompare
theirstatisticswithotherusersoftheapp.Moreover,alongwithvirtualrewards,theappgives
usersachancetoenteraweeklyraffle.
Bant19isanexampleofagamifiedself-managementappfordiabetes.Thefirstversionoftheapp
targetedadolescentswithdiabetestohelpthemtrackbloodglucoseandprovidedthemwitha
community.UserswererewardedwithiTunesmusicandappstoencouragethemtotransform
theirbloodglucosetestresultstotheapp.ThepilotevaluationoftheappbyCafazzoetal.(2012)
showedthattheusers’dailyaveragefrequencyofbloodglucosemeasurementincreasedby50%.
Thestudyalsoshowedthatusersweresatisfiedwiththeappandwouldcontinuetouseit.The
appwasupdatedin2016wherenewfeatureswereaddedsuchastrackingdiabetes-related
informationotherthanbloodglucose,suchasdiet,weight,andphysicalactivities(Goyaletal.,
2016).Moreover,gamificationforself-managingdiabeteswillbediscussedinSec.2.3.2.
Lookingatalltheexamplesmentionedinthissection,thereisnoonecriteriaforcreatinga
gamificationexperienceforapps.However,itcanbenoticedthatthehealthcareapplications
discussedinthissectionshowsimilarapproachestogamification,specificallytheuseofPBLto
motivateusers,andtheincorporationofsocialaspects.Thisalignswiththeworkofthisthesis,
whichwillbementionedinsubsequentsections.
Applicationscanutilisegamificationforeithershorttermuseorlongtermuse.Forexample,
gamificationcanbeusedinasurveyapptoengagetheaudiencewiththeappforonetimeonly
(i.e.completingthesurvey),ortocollectdata(e.g.citizenscience)andoncethedataiscollected
theappisnolongertobeused.Ontheotherhand,someappsusegamificationengageusersfor
alongterm,suchasinhealthcareapplicationsandspecificallytheself-managementofchronic
illnesses(see2.3.3wherewediscusssystematicreviewsforself-managementapps).Clearly,
theseappscategoricallydifferfromeachotheranditisnotpossibletofollowthesamecriteria
(framework)toachievetheirpurposes.
18https://www.mangohealth.com/19http://www.bantapp.com/
Chapter2
21
Table2-5showsotherthegamificationappsdiscussedandotherexamplescategorisedbasedon
theirpurpose.
Chapter2
22
Table2-527Gamificationappsclassifiedinto10categories
Child
renHe
althcare
Gene
ralH
ealth
Man
agem
ent
Preven
tivecare
Citizen
Scien
ce
User-gen
erated
conten
t
SocialCau
ses
Educationan
dtraining
Exerciseand
wellbeing
Marketin
g/and
bu
siness
Self-care
Zamzee Keas SlimKicker Foldit StackoverFlow RcycleBank KhanAcademy Nike+ MyStarbucksReward
Bant
Painsquad
SuperBetter MangoHealth
Opower Codecademy RunKeeper FreshDesk MySugr
RibbonHero HealthMonth MangoHealth
Treehouse Foodzy MoviPill
CourseHero EveryMove Ayogo
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23
2.1.4.2 Providers
Thereareanumberofserviceprovidersthat“offeragamificationlayer”thatcanbeintegrated
intoapplicationsandwebsites.AmongtheseprovidersareBunchballandBadgeville,whichare
thetwomostknowncompaniesforgamification.Bothcompaniesarefocusingondriving
customerloyaltyandengagement,andemployeeproductivity.Bunchballcreatedthefirst
gamificationplatform,Nitro,whichisimplementedby300companiesincludingAdobeandHP
(Bunchball,2014).Badgville’sgamificationsolutionsarealsoimplementedbysomeofthelargest
companiesintheworldsuchasSamsung,AmericanExpressandOracle(Lynch,2013).Astudy
donebyGartnerin2011predictedthatmorethan50%ofcompaniesthatmanageinnovative
processeswilladoptgamification(Goasduff,2011)andthat70%ofGlobal2000organisationswill
haveatleastonegamifiedapplication(Pettey,2011).Theworld’slargestcompaniessuchasNike,
SAP,Pearson,Cisco,UnitedAirlines,Microsoft,Siemens,andIBMareusinggamification
(ZichermannandJoselin,2013).Gartner’sstatisticsalsoindicatedthatorganizationsthatused
gamificationexperiencedanincreaseof29%insiteactionsinashortperiodoftime.Thus,the
numberoforganizationthatutilizesgamificationisexpectedtorapidlyincreaseoverthenextfew
years.Moreover,arecentreportbyMarketsandMarkets20indicatedthatgamificaitonis
estimatedtobean11billiondollarindustryin2020.
2.1.5 GamificationFrameworks
Thereexistsomeframeworksthattrytohelpinincorporatinggamificationtootherfields.
However,theexistingframeworksaremostlybusinessoriginated(Moraetal.,2015).Noneofthe
frameworkslistedinthereviewarticlementiongamificationframeworksforhealthcare.Thisgap
willbethefocusoftheworkofthisthesis.
In2012,Marczewski21introducedagamificationframeworknamed“Andrzej’sGamification
Framework”.Thisframeworkconsistsoftwoparts.First,thereiseightstepsthatthedesigner
mustundertakebeforedevelopingthegamificationsystem,inwhichstep6and7areiterative.
Thesecondpartoftheframeworkconsistsofsevenpointsthatthedesignermustkeepinmind.
Part1
1. IknowwhatIamgoingtogamify.
20http://www.marketsandmarkets.com/PressReleases/gamification.asp21https://www.gamified.uk/2012/10/09/simple-gamification-framework/
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2. IknowwhyIamgamifyingit.
3. Iknowwhowillbeinvolved.
4. IknowhowIamgamifyingit.
5. Ihaveanalyticssetup.
6. Ihavetestedwithusers.
7. Ihaveactedonfeedback.
8. Ihavereleasedthesolution.
Part2:
• Thinklikeagamedesigner.
• Planforcheaters.
• Intrinsic>extrinsic.
• Don’tbeevil.
• Rememberthefun.
• Besocial.
In2017,Marczweski22proposedarevisedgamificationframeworkthatconsistsofthreemain
iterativesteps:
1. Definetheproblem,theusers,andsuccess.
2. Design/buildthesolution.Designingtheuserjourneyconsistof4steps:
a. Thebehaviour.
b. Themotivations.
c. Emotions.
d. Themechanics.
3. Refine.
AnotherframeworkfromindustryisOctalysisdevelopedbyChou(2014).Theframeworkhas
beenmostlyusedincompanies,andproductdesigntoincreaseuserengagement,and
motivation.Itisdividedintoeightcoredrives.Eachonerepresentshumanmotivationdrivers:
epicmeaningandcalling,developmentandaccomplishment,empowermentofcreativityand
feedback,ownershipandpossession,socialinfluenceandrelatedness,scarcityandimpatience,
unpredictabilityandcuriosity,lossandavoidance.Thesearedividedinto“leftbrain”coredrivers,
whichrepresentextrinsicmotivations,and“rightbrain”coredrivers,whichrepresentintrinsic
motivations(morewillbediscussedonintrinsicandextrinsicmotivationinSection2.2.1.1).
22https://www.gamified.uk/2017/04/06/revised-gamification-design-framework/
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Moreover,thereisanonlineOctalysistoolthatisavailabletomapgamifiedappsagainstthe
framework’seightcoredrives.Inarecentpaperthistoolwasusedtoclassifystressmanagement
appsthatusegamification(EwaisandAlluhaidan,2015).Thestudyshowsthat50%oftheappsin
thestudyuseextrinsicmotivations,and33%oftheappsinvolvedsocialelementsintheformof
sharingdatawithfriendsorinvitingfriendstotheapp.Moreover,thestudyindicatedthatonly
33%oftheappsusedintrinsicmotivations.Thisisalignedwithwhatisdiscussedinthe
gamificationliteratureaboutthefocusonextrinsicmotivators,whichcouldresultinan
unsustainableapp(discussedinSec.2.2.1).
Bothframeworksaretoogenericandcamefromtheindustryandbusinessside.Itmightbe
arguedthattherightapproachtogamifytheself-managementofchronicillnessesistostartfrom
theneedofthepeopleconcerned.Moreover,theirhealthcareproviders’opinionsshouldbe
takenintoaccountwhencreatingagamificationframeworkfortheirself-management.These
needsareunderstoodbythehealthcaregiversandtheindividualswithchronicillnesses.Asfaras
weareaware,thereisnosuchapproachintheliterature.Fillingthisgapmaywellbeimportantin
helpingthechronicillnesscommunitytobenefitfromgamification,whichisthefocusofthis
research.
Atthestageofwritingupthisthesis,ageneralmethodonhowtoapplygamificationwas
introducedbyMorschheuseretal.(2017).InaspecialsectionoftheComputerHumanBehaviour
Journal,theauthorspointoutthefactthatgamificationisreceivingmoreattentionfrom
academiaandbecominganacademicdisciplinethatmergesdifferentfieldsofresearch(Nacke
andDeterding,2017).
2.2 GamificationandHumanPsychology
Inadditiontotheengagementaspectsborrowedfromvideogames,gamificationisalso
influencedbypsychologyasitplaysamajorroleinexistinggamificationappsandframeworks
(Moraetal.,2015).AccordingtoZichermannandCunningham(2011),gamificationismore
psychologythantechnology.Gamificationcouldinfluencepeople’sbehaviour,whichmakesit
powerful(Hamari,KoivistoandSarsa,2014).Itisimportanttounderstandbehaviourandhowitis
createdinordertochangeorinfluenceit.Humanpsychologyplaysamajorroleingamification.
Somebehaviouralmodelsandtheoriesareapplicabletogamification(Kapp,2012)suchas
motivation(intrinsicandextrinsic),operantconditioning,self-determinationtheory,theFogg
behaviourmodel(FBM),andthenudgetheory.Thesewillbediscussedinthissection.
Peopleoftenneedtoberecognizedandobtaininstantpositivefeedback,andgamificationcan
usethistopromotechangeinbehaviourordriveuserengagement.Inadditiontosatisfyingthese
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26
needs,peoplecanbemotivatedindifferentwaysincludingachievingpersonalgoals,and
obtainingrewardsandincentives(Castro-Cedeno,2001).
2.2.1 Motivation
Motivationisoneofthemainconceptsingamification(Nicholson,2012).Itiswhatmakesgames
engaginganddriveshumanbehaviour.Thereareanumberoftheoriesthatexplainmotivation
andhowitaffectsbehaviour,suchasself-determinationtheoryandflowtheory,andthesewillbe
discussedinthissection.
2.2.1.1 IntrinsicandExtrinsicMotivation
Motivationisthedesiretodosomethingorperformanaction.Oneofthetheoriesthatareused
tounderstandmotivationistheSelf-DeterminationTheory(SDT)(RyanandDeci,2000).The
theorysuggeststhatpeopledothingsforeitherintrinsicorextrinsicreasons.Thus,therearetwo
typesofmotivation:intrinsicandextrinsic(illustratedinFigure2-2).
Inintrinsicmotivationthreearethreebasicpsychologicalneeds:
• Competence:beingeffectiveindealingwithone’ssurroundings.
• Relatedness:beingconnectedtoandpartofacommunity.
• Autonomy:havingfullcontrolofone’slife.
Extrinsicmotivationisdividedintofourtypes:
• Externalregulation:Themotivationthatiscausedbyexternalrewardsorduties,inwhicha
person’sbehaviourismotivatedbecauseofexternalreasonstoreachawantedoutcome.For
example,anacademicpublishingacertainnumberofpapersinaspecificamountoftimeto
beeligibleforapromotion.
• Introjectedregulation:Themotivationthatiscausedbyexternalreasonsbutself-imposedby
internalpressureorfeelingsofguilt,inwhichapersonismotivatedbyanexternalreasonbut
unlikeexternalregulation,thepersoninternalisesthereasonandself-imposesit.For
example,apersongoingtouniversitybecauseoftheirparents.Theybelievethattheywill
maketheirparentsproudorhappybyattendinguniversity.
• Identifiedregulation:Themotivationthatiscausedbyanexternalreason,thoughunlikethe
previoustypesmentioned,thepersonidentifiesinternallywiththeexternalmotivator
becauseitleadstoanoutcomethatisinternallyvaluabletothem.Thus,thebehaviouris
thoughttobeuseful.Forexample,followingadietbecauseitwillmakeapersonhealthier.
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Integratedregulation:Thistypeofmotivationissimilartointrinsicmotivation,inwhichaperson
isinternallymotivated.Thedifferenceisthatwhileintrinsicmotivationisinherentlyenjoyable,
integratedregulationarisesbecausethepersonbelievesthatthethingtheyaremotivatedtodois
importantfortheirimage.Forexample,doingsportbecauseitispartofaperson’simageofwho
theyare.
Figure2-2ExtrinsicMotivationClassification(adaptedfrom(RyanandDeci,2000))
Itisessentialtounderstandthedifferencebetweenthesetwotypesandhowtoapplythem
togetheringamification.Intrinsicmotivationistheinnatedesiretodothingsoutofenjoymentor
love(RyanandDeci,2000).Examplesofintrinsicmotivatorsareobtainingasenseofachievement,
feelingsofmastery,purpose,acceptance,orfulfillingcuriosity.Ontheotherhand,extrinsic
motivationisdoinganactivityinordertoreceivearewardandnotbecausethepersonis
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28
interestedintheactivityitself(RyanandDeci,2000).Examplesofextrinsicmotivationcouldbe
money,gainingstatus,gradesorcollectingpointsandbadges.
Itisnoticeablethatsomegamifiedapplicationsandservicesfocusonextrinsicmotivation(Sudan,
2013).Somegamificationappsuserewardsandincentivestomotivateuserstodocertaintasksor
increasetheirengagement.Whilerewards(extrinsicmotivators)couldhaveapositiveeffecton
people(Schultz,2006),iftheyareusedontheirownitmightnotleadtosustainablegamification.
Thisisduetothefactthatextrinsicmotivationcaneasilyloseitsappealwithtime(Hamari,
KoivistoandSarsa,2014).Ingamification,extrinsicmotivationcouldbeusedtojumpstartan
activity.Thenifthegamificationisdesignedcorrectlytheusercouldbeabletorealisetheintrinsic
valueoftheactivityandwoulddoitwithouttherewardsorextrinsicmotivations.
Understandingthedifferencebetweenextrinsicandintrinsicmotivationisessentialindesigning
gamifiedapplicationsandservices.Moreover,identifyingwhatintrinsicallymotivatesthetarget
audienceofthegamifiedinterventionisimportant.Forexample,therewouldbeadifference
betweentheintrinsicmotivatorsofanaudiencewhowanttolearnaboutatopicandthe
audiencewhowanttoself-manageachronicillness.Whengamifyinglongtermactivitiessuchas
healthcare(e.g.self-managingchronicillnesses),itisessentialtoincludebothintrinsicand
extrinsicmotivatorsandnotuseextrinsicmotivatorssolely(Mccallum,2012).Ingamification,the
threeintrinsicmotivatorscouldbeusedtohelpenhancetheintrinsicmotivationoftheuser,
whichcouldleadtosustainableengagement.
2.2.1.2 OperantConditioning
Oneoftheconceptsrelatedtomotivationisoperantconditioning,whichisatermcoinedbythe
AmericanpsychologistandbehaviouristSkinner(1938)inhisbookTheBehaviourofOrganisms.In
thebook,operantconditioningisdefinedastheprocessinwhichbehaviourischangedand
modifiedusingreinforcement.AccordingtoSkinner,reinforcementcomesintwoforms:positive
andnegative.Ontheonehand,positivereinforcementsarerewardsthataregiventothe
individualafterthedesiredbehaviour.Forexample,receivingabonusatworkforincreasingsales.
Ontheotherhand,negativereinforcementsaretheremovalofanundesiredorunpleasant
outcomeafterthedesiredbehaviourisperformed.Thus,behaviourisstrengthenedassomething
negativeisremoved.Inuniversities,forexample,increasingtheteachinghoursforsomelecturers
canbeconsideredanegativereinforcement.Inparticular,iftheydonotmeettheexpectationof
theirsuperiorsintermsofthenumberofproducedpublicationsperyear.Anexampleofpositive
reinforcementwouldbetogivelecturersmonetaryrewardeverytimetheypublishapaperina
highqualityjournal.
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Whenappliedtogamification,positivereinforcementcouldbedevelopedthroughtheuseof
rewards.Desiredbehaviourcouldberewardedbypointsandbadgesinwhichtheactionthat
leadstoreceivingthemisthestimuliinvolved.
2.2.1.3 TheFlowTheory
Atheorythathasbeenusedinvariousfieldsincludinggamestoenhancepeople’sengagementis
flowtheory.ThepsychologistCsikszentmihalyi(1997)defineditasamentalstateofabsorption
andengagementinanactivity.Intheflowstate,theuserisintrinsicallymotivatedandcompletely
immersedinwhattheyaredoing.Thus,timeandthephysicalworldaroundtheuserbecomes
irrelevant.Csikszentmihalyialsodefinedeightelementsoftheflowstate:challenge-skillsbalance,
action-awarenessmerging,cleargoals,unambiguousfeedback,concentrationonthetaskathand,
senseofcontrol,lossofself-consciousness,transformationoftime,andautotelicexperience.
Someoftheseelementsaremoresuitableforvideogames(i.e.action-awarenessmerging,lossof
self-consciousness,transformationoftime,andautotelicexperience),whileotherslikechallenge-
skillsbalance,cleargoals,feedback,andsenseofcontrolcouldbesuitableforgamificationin
healthcare.
Engagingvideogamescanleaduserstotheflowstate.However,thegameactivitiesshouldbe
designedaccordingtotheusers’skilllevel.Thiscanbeaccomplishedbystartingagamewithan
easylevelandgraduallyincreasingthedifficultyastheusermovesfromoneleveltothenext(as
theirskillsincrease)(Cugelman,2013),whichcanhelpinsustainingtheflowstate.Ontheother
hand,ifthegamefailstoachievethechallenge-skillbalance,theuserwilleitherbeboredifgame
istoosimpleorquitifthegameistoodifficult(Figure2-3).
Ingamification,flowtheorycouldbeusedtosustaintheusers’interestinperformingthetasks.
Forexample,whengamificationisappliedtotheself-managementofdiabetes(discussedinSec.
2.3.2),thechallenge-skillbalancecouldbeachievediftheappasksanewusertoentertheir
bloodglucosetesttwiceadayonlyasafirststage.Then,iftheusermanagedtodothatfora
weekforexample,theappwillaskthemtoentertheirtestresultsatleastthreetimesadayasa
secondstage.Inthisscenario,otherflowelementssuchasprovidingtheuserwithcleargoalsto
achieve,instantfeedbackontheirperformance,andprovidingthemwithasenseofcontrolcould
beutilisedaswell.
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Figure2-3TheFlowTheory:Challenge–SkillBalance(Adaptedfrom(Csikszentmihalyi,1990))
2.2.1.4 Maslow’sHierarchyofNeeds
TheHierarchyofNeedsbyAbrahamMaslowisoneofthemostwell-knowntheoriesthat
attemptstoexplainhumanmotivation(Maslow,1943).Inhiswork,Maslowfocusesonintrinsic
motivationsandsuggeststhattherearefivelevelsofhumanneeds.Eachlevelmustbefulfilledin
orderforpeopletodesiretheneedsofthenextlevel.Startingfromthebottomofthepyramidin
Figure2-4,thefirsttwolevelsshowthemostbasichumanneedsthatincludeeating,drinking,
havingawarmplacetolivein,andfeelingsecureandsafe,whichinturnarephysiologicalneeds.
Thenexttwolevelsarepsychologicalneeds,whichincludetheneedforbelongingandbeing
loved,andtheneedforself-respect,prestigeandfeelingsofaccomplishments.Accordingto
Maslow,afterfulfillingalltheseneeds,peoplestartneedingself-actualisation.
Whenthinkingaboutgamification,thebelongingandesteemneedscouldbeofinterest.
Belongingcoverstheneedtobepartofacommunityandtohavesocialcohesion.Accordingto
ZichermannandCunningham(2011),mostpeoplearesocializersandthusmanygameshave
utilisedthesocialfeature.Inagamificationappforhealthcare,forexample,itmightbeeffective
tobasesomeofthegamificationaspectsaroundacommunity.Moreover,esteem,whichisthe
needforself-esteem,achievements,competence,andtheneedforrecognitionandrespectfrom
others,couldalsobepartofagamificationapp.Theseneedscouldbefulfilledinthecontextof
theapp.Forexample,inthegamificationofanexerciseappwheretheusergoalistobemore
activeandloseweight,theesteemneedsofMaslow’smodelcouldbefulfilledbyillustratingthe
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achievementsoftheuser,andthiscouldleaveuserswithpositivefeelingsaboutthemselves
(increasingtheirself-esteem).
Figure2-4Maslow'sHierarchyofHumanNeeds
2.2.1.5 Pink’sElementtoDriveMotivation
AccordingtoPink(2009),intrinsicmotivationisdrivenbythreeelements:autonomy,mastery,
andpurpose.First,autonomyiswhenpeoplehavefullcontroloverwhenandtowhatlevelthey
wanttocarryoutanactivity.Ingames,oneofthecomponentsofautonomyisenteringtheFlow
State(definedinSec.2.2.1.3).Second,masteryisbecomingbetteratacertainactivity.For
example,ingamesthesenseofmasterycanbereachedthroughimprovementinplayingand
progressingtowardsgoals(McGonigal,2011).Finally,purposeiswherepeoplehaveareasonto
doanactivity.
2.2.2 BehaviourChange
Behaviourchangeistheprocessinwhichanundesiredbehaviourisabandonedinfavourofa
betterone.Therearesomemethodsandtheoriestoassistinchangingthebehaviourofan
individualoracommunity(N.I.C.E,2007).Theyareusedinmanyfields,especiallyintheareaof
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32
healthcare.Furthermore,ithasbeenproventhatonlinebehaviourchangemethodsaresuccessful
ininfluencingusersbehaviour(Cugelman,ThelwallandDawes,2011).
2.2.2.1 FoggBehaviouralModel(FBM)
B.J.Fogg(2009)proposedamodelthatexplainshowbehaviouroccurs.TheFoggBehaviour
Model(FBM)showsthathumanbehaviourisanoutcomeofthreeelements.Thefirstelementis
motivation,whichiswhenthepersonhasthedesiretoperformcertainbehaviour.Thesecond
elementisability,whichiswhenthepersonhasthecapacitytoperformthebehaviour.Thelast
elementistrigger,whichiswhenthepersonistriggeredtoperformthebehaviourthrough
differentcues.Moreover,Foggstatesthattheseelementsmusthappenatthesametimeinorder
forbehaviourtoresult(Figure2-5).
Figure2-5Fogg'sBehaviourModel23
Furthermore,influencingbehaviourrequirescreatinganewbehaviourandeliminatingan
undesiredhabit.Thereareanumberofsituationswherepeoplechoosetochangetheir
behaviour.Forexample,somepeopleareinternallymotivatedtobecomehealthiersothey
workoutandeathealthyfoodontheirown.Otherwaystochangebehaviourcomesfroma
changeinenvironment,ordevelopinganewbehaviourthroughasequenceofsteps.Thelatteris
called“tinyhabits”amethodusedtochangingbehaviourinwhichaplannedsequenceofsmall
changesindailyroutineresultsintheadoptionoftinyhabitstoreachadesiredbehaviour(Fogg,
2011,2013).Itreliesonthefactthatsmallchangesareeasiertoacceptthanbigshiftsindaily
23http://www.behaviormodel.org
Chapter2
33
behaviour(Figure2-6).Creatingsmallhabitsstep-by-stepcouldensurethattheylastlongerthan
byjustexploitingmotivationallyextrinsicrewards.
Figure2-6Tinyhabits
2.2.2.2 TheNudgeTheory
Nudgetheorycomesfrombehaviouralscienceandisusedtodrivebehaviour.Ithasbeenapplied
inpoliticalandeconomicenvironments(ThalerandSunstien,2009).Itconcernspositive
reinforcementandindirectsignalstowardanon-forcedactionbycreatingthesimplestpathto
thebehaviour.Forexample,usingdefaultswhereusersaregivenadefaultchoiceoutofmany
choices.Thispushestheusertochoosethedefaultchoicethinkingitistherecommendedone
(Wu,2014).Theuseofthenudgetheorycouldcreateagoodenvironmentwheregamificationis
usedbygivingrewardsandincentivesaswellas‘nudging’behaviourintowantedbehaviours.
AccordingtoWu(2014),thenudgetheorycanbeusedingamificationtodrivebehaviourthrough
simplifyingthecontexttoleadtothedesiredbehaviour.
2.3 GamificationforHealthcare
Theuseofgamificationinhealthcarecouldaddfunandplayfulness.Gamificationcouldresultin
aneffectivechangeinbehaviourwhencombinedwithhealthbehaviouralchangetheories.
Furthermore,influencingbehaviourinhealthcaresituationsisnotaneasytask.Accordingto
Cugelman(2013),digitalhealthcareapplicationsandservicesimpactonly10%oftheirusers.In
general,toinfluenceuser’sbehaviour,onemustunderstandhowbehaviouroccursandwhatare
thefactorsthatcontributetoit,asdiscussedintheprevioussection.
Thehealthcareindustryisexperiencingsignificantchangesduetoadvancesininformationand
communicationtechnologies(Eysenbach,2008).Theseadvanceshaveledtochangesin
communicationbetweenpatientsanddoctors,andbetweenpatientsthemselves.Healthand
medicalinformationhasbecomemoreavailableandeasytoaccess.Also,therehavebeen
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34
advancesinpublichealtheducation,practices,andself-management.Amoreuser-centred
approachisbeingusedtofacilitatechangeinhealthdelivery.Therehasbeenafocusonutilizing
mobiletechnologiesforhealthbehaviourinterventions.Smartphonesarebecomingatoolthat
offersuserstheabilitytoadheretomedication,manageillnesses,andmonitortheirhealth
wherevertheyare(SizemoreandJones,2011).Thereisagrowinginterestinhealthmonitoring
andtrackingtechnologies(Swan,2009),andtherecenthealthappsandhealthtrackingplatforms
createdbysmartphonescompaniessuchasAppleandSamsungareanindicationofthat(Morris,
2014).Moreover,onlinecommunitiesprovidepatientswiththeemotionalandpsychological
supporttheymightneed.Todaythereareagrowingnumberofsupportgroupsandself-
managementtoolsontheInternet(Hughes,JoshiandWareham,2008;VanDeBeltetal.,2010).
However,someWebandmobilehealthcareinterventionsmightbeconsideredtobelacking
effectiveandengagingfeatures,whichmaymakethemunattractivetousers.
McCallum(2012)claimedthatgameswillbeintegratedwithhealthcareinterventions,andit
couldbeanessentialpartofit.Theresearcherarguesthatthedesireforasenseofcontrolover
one’shealth,andthefocusonpersonalizedhealthcarehasleadtoanincreaseingameand
gamificationintegrationtohealthcare.Insupportofthis,StottandNeustaedter(2013)pointed
outthatsuccessfulgamedynamicsindeedincreasethefeelingsofcontrolinusers.Moreover,
gamificationcouldbeveryusefulinhealthcareinterventions.Notonlybecauseitisengagingand
motivating,butalsobecauseofthesimilaritiesbetweengameelementsandpersonalized
healthcareinthattheybothfocusontheuserandtheirabilities.Inaddition,theresearcherstates
thattheuseofFlowtheoryingamesandgamificationresemblessomecharacteristicof
personalizedhealthcare,inwhichtheinterventionmatchestheuser’sabilityandthedifficulty
increaseswiththedevelopmentoftheuser’sability.
Indeed,theadoptionofgamificationhasbeengrowingindifferentfieldsincludinghealthcare
(Hamari,KoivistoandSarsa,2014).Inhealthcare,gamificationhasbeenreceivingagreatdealof
attentioninbothacademicresearchandtheindustry(Brownetal.,1997;AndersonandRainie,
2012;Mccallum,2012;Aholaetal.,2013;Cugelman,2013;SeabornandFels,2014;Wortley,
2014;Lister,West,Cannon,SaxandBordegard,2014;Miller,CafazzoandSeto,2014;deVetteet
al.,2015;KamelBoulosetal.,2015;Lazemetal.,2015).Theattentiongiventogamificationmight
beattributedtotheperceivedusefulnessandpotentialbenefitsofgamification,especiallywhen
dealingwithchronicillnessesanddailyself-managementbypatients(Lister,West,Cannon,Sax
andBordegard,2014;Allametal.,2015a;Johnsonetal.,2016).Chronicillnessesrequire
repetitivebutimportanttasksthatcouldbemadeeasiertohandlewithgamification(discussedin
Sec.2.3).
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35
Gamificationwithitspotentialbehaviouralchangecapabilitiesandtheelementofenjoymentit
bringsisapplicabletopersonalhealthcare.Therewardingelementsingamificationmayhelpin
motivatinguserstowardshealthybehaviours,whichtheymightfinddifficulttostartormaintain.
Theseincludediseasepreventionbehavioursanddiseasemanagement.Furthermore,Werbach
andHunter(2012)maintainsthatgamificationisfundamentallyamotivationaltool.Inhealthcare,
gamificationcanbeusedtoincreaseusers’commitmenttocertainhealthbehaviours,or
encourageuserstoexercisemoreandtakemedicationregularly.Itcouldhelpinintegrating
healthyhabitsandmakethemadailyroutine.Thiscouldbethereasonbehindthenoticeable
increaseinthenumberofappsthatarededicatedtogamifyinghealthcare.
Somehealthcareactivitiesmightbedifficultortediouswhichcoulddiscouragepeoplefrom
undertakingtheseactivities.Forexample,exercising,makinghealthierchoices,adheringto
medication,anddiseasemanagement.Gamificationcouldturntheseactivitiesintoan
entertainingandrewardingexperience(Kingetal.,2013).Thisisbecausegamificationemphasizes
positivereinforcement,whichisthoughttobemoreeffectivethanpunishment.However,
rewardingusersforgoodbehaviourisnotanelementofgamificationinsomeapps.Forexample,
onegamificationapp“Stickk24”,whichismeanttohelpusersinquittingthehabitofsmoking,asks
formoneypaymenteverytimeausersmokesasapunishment.However,theapplicationhas
failed,andthisnegativereinforcementmighthavebeenthereason.
2.3.1 ChronicIllnessesandSelf-management
Oneoftheareasofhealthcareisself-managementofchronicillnesses.Therearemanychronic
illnessessuchasasthma,heartdiseases,diabetesandmanymore.Diabetesisaverycommon
chronicillnessandisthefocusofthisthesis.Itisametabolicdisorderthatresultsfromvarious
conditions.Therearetwokindsofdiabetes:type1andtype2.Theformerrequiresregular
injectionsofinsulin,whilethelatterdoesnotrequiresuchaction(AlbertiandZimmet,1998).The
autoimmunedestructionofaspecifickindofcellscalledbetacellsisthoughttobethecauseof
type1diabetes,andisthereasonbehindthelackofnaturallyproducedinsulininthebody(Yoon
andJun,2005;Association,2013).Type2diabetesisassociatedwithsomeinsulindeficiencyin
thebody(Association,2013).Thesymptomsofdiabetesincludelargeproductionofurine,
excessivethirst,lossofweight,andblurredvision(AlbertiandZimmet,1998).Moreover,theself-
managementofbothtypesofdiabetesisgenerallysimilarandincludesmonitoringbloodglucose,
foodintake,exercise,andtakingmedication(Phillips,2016).
24http://www.techhive.com/article/259717/
Chapter2
36
Diabetesisconsideredtobethediseaseofthiscentury(Engelgauetal.,2003).Therearemore
than382millionpeoplearoundtheworldwholivewithdiabetes.Giventhisnumberandthehigh
prevalence,ithasbeencalledan“epidemic”bysome(Zimmet,AlbertiandShaw,2001;Bassett,
2005).TheMiddleEastandNorthAfrica(MENA)regionhas35milliondiabeticcases(Aguireeet
al.,2013).Forexample,thenumberofindividualswithdiabetesinSaudiArabiaisonetherise,
andhasrecentlyestimatedtobe64000individuals(Al-HerbishandEl-Mouzan,2008;Aguireeet
al.,2013).Moreover,theprevalenceofdiabetesamongyoungergenerationsintheMENAregion
isoneofthehighestintheworld(Aguireeetal.,2013).Thissuggeststheimportanceofcreating
effectiveself-managementinterventionsespeciallyfortheyoungerpopulation.
Infact,diabetesisaseriousdiseasethatcouldleadtootherillnessessuchasheartdiseases,
failureofthekidney,lossofsights,amputations,anddepression(Egede,ZhengandSimpson,
2002;Association,2013).Therefore,itisvitalforindividualswithdiabetestoproperlyself-
managetheirconditionandadheretotheirmedication.Thisrequiresagreatdealofself-care,
suchastakingmedication,keepingtrackoffoodintake,exercising,recordingthelevelofglucose
inthebloodonadailybasisandundertakingacertaintypeofdiet.
Clearly,theillnessrequiresself-managementskillsthatarevitalinpreventingthecomplications
associatedwiththediseaseandmaintainingahealthylife(TheDiabetesControland
ComplicationsTrialResearchGroup,1993).Thisincludestheabilitytodealwithdiabetes
requirementssuchaslifestylechanges,medication,andphysicalandsocialconsequences
(NodhturftandSchneider,2000;Dunning,2014).Thisallowspatientstomonitortheircondition
andmaketherequiredcognitive,behaviouralandemotionalchangestomaintainahealthylife
(ColemanandNewton,2005).Moreover,effectiveself-managementofdiabetesleadsto
reductioninhospitalizations,andemergencyvisits.Inaddition,diabetesstudiesshowedthat
effectiveself-managementimprovesglycaemiccontrol.
Individualswithdiabetesarerecommendedtoundertakeanumberoftasksandshare
informationabouttheirconditionandactivitieswiththeirdoctors.Thesetasksincludekeepinga
recordofglucoselevelsintheirblood,andalogofphysicalactivities(Heisleretal.,2002).Such
taskscanbemadeeasiertoperformbyusingelectronicapps(e.g.GlucoseBuddy25,Glooko
Logbook26,andAgaMatrixDiabetesManager27).Performingthepreviouslymentionedtasksand
25http://www.glucosebuddy.com/26https://www.glooko.com/27http://agamatrix.com/products/agamatrix-diabetes-manager/
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37
reportingthemenablesindividualswithdiabetestoreceivefeedback,andthushelpsthemto
accomplishtheirgoalsofbeinghealthy(Raoetal.,2010).
Moreover,electroniclogbookscouldallowindividualswithdiabetestoobserveanyalarming
conditionssuchasspikesintheirbloodglucoseafterspecificmeals.Anotherbenefitofsuchapps
istheeaseofsharingmedicalinformationwiththeirdoctors.Infact,studieshaveshownthatthe
useofsuchservicesonsmartphonesishelpingimmenselyinreducingreadmissionstohospitals
andtheprogressionofdiseases(Buie,SizemoreandJones,2012;Morris,2014).Moreover,itis
importanttoempowerindividualswithdiabetestobeabletotakecontroloftheirconditionand
liveahealthylife.Animportantwaytoachievethatistomotivatethemtoadoptahealthierstyle
ofself-management(Kharrazi,FaiolaandDefazio,2009).
Anotherimportantsideofself-managingdiabetesistherolethatpeer-supportplays.Thereare
differentwaysforreceivingthissupportsuchasbeingpartofasupportgroupeitherphysicallyor
online.ThelatterhasgainedmomentumwiththeadventoftheInternet(White,2001).Both
typeshavebeensuggestedtohavepositiveeffectsonindividualswithdiabetesandotherchronic
illnesses(Davison,PennebakerandDickerson,2000).Onlinepeersupportcouldbemore
convenientformanyreasonsincludinganonymity,notbeingrestrictedbylocationortime,and
notrequiringspendingmoneyorefforttogotohospitalsorlocationsofmeetings.Findingother
individualswithdiabetesonlineinordertoreceivepeersupporthasbeenfacilitatedbysocial
networks(BoydandEllison,2007;Kleeketal.,2013).Infact,Zrebiec(2005)foundthatalmosthalf
oftheparticipants(inhisstudyonaFacebookcommunityfordiabetes)changedtheirviewon
theirillnessasaresultofbecomingpartofacommunity.
Therearemanybenefitsthatsocialnetworkingcanprovideforindividualswithdiabetes.These
includeemotionalandpsychologicalsupport(Zrebiec,2005;Heisleretal.,2007),learningfrom
theexperiencesofother(vanderVen,2003),askingquestionswithoutfearingfromjudgment
(White,2001),andthepositiveeffectthattheyleaveontheirhealth(Seeman,1996;Barreraet
al.,2002).Thesefeaturesareparticularlyimportanttoindividualswithdiabetesashasbeen
suggestedbymanystudies(Egede,ZhengandSimpson,2002;vanderVen,2003;Peyrotetal.,
2005;Zrebiec,2005).
2.3.2 GamifyingSelf-managementofChronicIllnesses
Itissuggestedthatgamificationcouldpositivelyinfluencepatientswithchronicillnessesinterms
ofadheringtotheirmedicationandself-manageeffectively(Cafazzoetal.,2012;Mccallum,
2012).Gamifyingthiscouldturnthetediousandrepetitivetasksofself-managinganillnesstoa
rewardingandmoreengagingactivity(Kingetal.,2013).Moreover,itcanleadtoanincreasein
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theadoptionofdigitalhealthcareservices,whichisgenerallyslow,oftenbecausesuchservices
arepoorlydesignedanddonotmeetusersneeds(BiesdorfandNiedermann,2014).El-Gayaret
al.(2013)suggestthattheusers’expectationsandhealthcareproviders’insightshouldbe
consideredinthedesignofself-managementapps.Moreover,inarecentstudy,75%of
participantsshowedinterestinusingdigitalhealthservices,especiallyiftheyprovideassistance
withroutinehealthtasks(BiesdorfandNiedermann,2014).However,thesolerelianceonpoints
andbadgescoulddamagethelongevityeffectofgamificationandthusdiminishthepurposeof
gamificationinthefirstplace.Whilepointsandbadgesareapartofgamification,thereareother
crucialgametechniquesthatneedtobeconsidered.Therefore,tobenefitfromalltheadvantages
ofgamification,oneneedstounderstandtheenvironmenttowhichitisapplied,sospecific
gamificationtechniquescanbetailoredandappliedtothisspecificenvironment.
Havingachronicillnessrequiresagreatdealofself-care.Patients’timeisdrainedbythemany
repetitivetasksthatarerequiredbytheirphysicians.Theseinclude,takingmedication,keepinga
noteoftheirfoodintake,theirexercisesandother.Mobileappscanprovideassistanceinthis
department,allowingpatientstobemoreefficientintheirself-management(Gruman,2013).As
McGonigal(2011)statedinherbookRealityisBroken,
“Themorewestarttomonitorandself-reportourdailyactivity…themorewewillbe
abletochartourprogress,setgoals,acceptchallenges,andsupporteachother…”
Gamifiedservices,withtheirabilitytoengageandmotivateusers,havehighpotentialin
healthcare(Primacketal.,2012).Theycouldenhancetheeffectivenessofself-managementand
adherencetomedication.Moreover,themotivationtotakemedicationatacertaintimeand
takingcareofone’shealthisintrinsic.Peoplewanttobehealthy,andwhentheyfeelsicktheywill
takeactiontogetbetter.However,whendealingwithself-managementofchronicillnessesitis
importanttorealizethosepatientshavetocopewiththeillnesseseverydayoftheirlives.The
motivationtodosocoulddiminishwiththeotherstressoflifeortheycouldbecomeboredofthe
routinetasks.Theideaofincorporatinggamificationtothetasksofself-managingtheillnessisto
engageusers,motivatethem,andutilizethesocialaspectingamificationtocreatebehaviour
changeinafunandplayfulway.Itcouldalsominimizeanynegativeconnotationsthatcouldbe
associatedwiththechronicillness.Moreover,itcouldbeimportanttoconveytotheuserthe
benefitstheycangainfromusingthegamificationhealthapp.Forexample,explaintotheusers
thatgamificationcouldhelpthemprovideamoreenjoyableexperienceinmanagingtheir
condition.
Asdiscussedearlier(seeSec.2.2)gamificationcanbethoughtofasamotivationaltool(Werbach
andHunter,2012).Generally,thereisanumberofwaystomotivatepeopleinordertoachieve
Chapter2
39
theirgoals,satisfypersonalneeds,fulfilleaderexpectations,andgainrewardsorincentives
(Krippendorff,2004).Thehealthcarecommunityhasbeenrealizingthepowerofgamificationon
motivation(AndersonandRainie,2012;Cugelman,2013;Allametal.,2015b;deVetteetal.,
2015).Thus,somegamificationfeatureshavebeenincorporatedinanumberofhealthandfitness
apps(Kingetal.,2013;Lister,West,Cannon,SaxandBordegard,2014).
Gamificationhasbeenalsoincorporatedinsomeself-managementappsfordiabeticpatients.A
studybyCafazzoetal.(2012)pointedoutthatgamifieddiabetesappsshowedanimprovementin
patients’self-monitoringabilities.Anexampleofagamifiedself-managementappfordiabetesis
MySugr28,whichhasfeaturessuchasmonitoringthelevelofglucoseintheblood,calories,and
medication.Theapplicationusedpositivereinforcementintheformofrewardsforbeing
consistentinperformingtheself-managementtasks.Atthetimeofconductingthisresearchthe
appwaslimitedbygeographicallocation,asitisavailableonlytousersintheUnitedStatesand
Europe.However,asof2017theappisspreadingtomorecountries.
MonsterManor29isanotherexampleofagamifieddiabetesmanagementapplication.Ithelps
familiesofyoungchildrenwithType1diabetesloggingtestresults.Theappaimstoengage
childreninmanagingtheirhealthandimprovingtheiradherencetotreatmentwhilehavingfun.
Furthermore,MonsterManorisintegratedwithBlueLoop30,whichisadiabetes-trackingapp.This
allowschildrentoentertheirdiabetesinformationandparentstomonitortheirchildren’shealth.
Childrenareawardedeverytimetheyentertheirtestresults,andtheycancollectmore
“monsters”and“gold”thatcanbeusedtobuynewpetsfortheirmonsters.Theappistargeting
childrenbutitalsoallowsparentstosupporttheirchildren’smanagementeffortsthroughinsights
andstrategiesprovidedbytheapp.
Thesearecommercialappsanddevelopedovertheyearstoreachapositionwheremany
featuresthattheresearcherobservedintheliteratureareincluded.Clearly,thisdevelopment
mightnothavebeenbasedonanextensiveresearch.Thoseappscouldhavefoundthebest
featurestoincludebytrialanderror,suggestionbyuser,orothermeans.However,giventhe
natureofthefieldtheresearcheraimedatfiguringouttheessentialaspectsthatshouldbe
includedinanappthatshouldbeincludedinanthattargetbasedonthethreeareasofliterature
reviewdiscussedinthischapter.Thesefeatureswillbesynthesisedinaframeworkwhichistoour
28http://mysugr.com29http://ayogo.com/blog/monster-manor/30https://blueloop.mycareconnect.com
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knowledgethefirstframeworkthattargetthegamificationoftheself-managementofchronic
illnesses.
Itcanbenoticedthatmanygamificationapplicationsinhealthcaredonotfollowstandardized
guidelines(SeabornandFels,2014).Itisarguedthatnotfollowinganystandardguidelinesmight
affecttheoverallexperienceoftheusers.Forinstance,userscouldgetboredofusingacertain
gamifiedapplicationifitonlyreliesonpoints,badges,andleaderboards(Farzanetal.,2008).
Also,somestudiessuggestthatgenderandagecouldbeafactorinhowsustainabletheusageof
gamificationis,particularlythatasageincreasesgamificationbecomeslessefficient(Koivistoand
Hamari,2014).Inhealthcareapplications,especiallytheonesthattargetself-managementof
chronicillnesses,developersareadvisedtotakeintoconsiderationallofthepreviousaspectsof
thatarerelatedtogamificationanditsapplicationinself-management.
Furthermore,therehasbeenrelativelylittleresearchontheuseofgamificationinself-
managementandadherencetomedication.Theacademicliteratureongamificationfor
healthcarelacksempiricaldataontheeffectsofgamificationinterventionontheself-
managementofchronicillnesses,whichcouldbeduetothedifficultiessecuringlongterm
fundingthatmightnotbeavailable(Mccallum,2012).
Thesocialelementsofgameshavebeenpartofthediscussionofgamificationandareperceived
tobeanessentialpartofit(Simões,RedondoandVilas,2012;HamariandKoivisto,2013).In
general,socialnetworkusersarekeenonsocialgaming(Simões,RedondoandVilas,2012),which
latelyhasbeenreceivingincreasedattentionfromgamers(EntertainmentSoftwareAssociation,
2016).Moreover,whendiscussinggamificationforchronicillnesses(specificallydiabetes)itis
importanttoconsiderthepositiveinfluencethatbeinginacommunityhaveontheuser(Hamari
andKoivisto,2013).Also,thereareuserswhoaremotivatedbythesocialinteractionandsharing
(Simões,RedondoandVilas,2012).
Thesocialaspecthasbeenestablishedasanimportantfactorforindividualswithdiabetes,and
thatitcanhelptheminmanagingtheirillness.Thus,asocialelementshouldbepartofany
gamifiedappforself-managementofchronicillnesses.Creatingacommunitythatencompasses
othergamificationaspectscouldprovideuserswiththepeersupporttheymightneed.Moreover,
thesocialaspectcouldenhancethegamificationexperiencebycreatingacontexttothegame
elementused(suchasfriendlycompetitions),andaddvaluetoothers(suchaspoints,badges,
andlevels).Itcouldalsoenhancethesustainabilityofthegamificationapp.
Chapter2
41
2.3.3 TheGapintheLiteratureanditsImportance:
Theliteratureonself-managementappsfordiabetessuggeststhatthereisaneedforincreasing
theengagementofusersandprovidingbetterexperiencesforthem.Infact,arecentsystematic
reviewof14studiesontheeffectofappsinimprovingtheglycaemiccontrol(HbA1c)intheself-
managementofdiabetes,foundthattheeffectoftheappsdecreaseovertime(Houetal,2016).
Thisisduetothelackof:easeofuse,perceivedadditionalbenefits,andtheutilisationof
gamification(Houetal,2016;Scheibleetal.,2015).Theauthorsrecommendedthatfuture
applicationsshouldconsidertheuseofbehaviouralchangetheoriesandgamificationtoimprove
theself-managementprocessandtheHbA1c.
Furthermore,asystematicreviewby(Brzanetal.,2016)testedandevaluated65appfortheself-
managementofdiabetes.Intheirstudy,theyfoundthatonly3outofthe65appsprovideduseful
featuresfortheself-managementofdiabetes.Additionally,theyproposedanumberof
recommendationfordevelopersthatinvolvestheinputofmedicalexperts,includingsocial
supportelements,enablingbasicself-managementtasks(i.e.monitoringbloodglucose,
medication,nutrition,andactivitylevels),enablingsavingandsharingdata,includingmotivational
elementsforhealthbehaviourchange,andenablingalertsandreminders.
Ithasbeensuggestedthatincorporatinggamificationelementsintoappsfortheself-
managementofdiabetescouldenhancetheexperienceofusersandmotivatethemtocontinue
usingtheapp(Scheibleetal.,2015).Yet,averylimitednumberofappsfordiabetesself-
managementutilizegamificationelements(DiabetesMarket,2014).Theexistinggamifiedapps
donotreflectthegamificationapproachesfoundintheliterature(SeabornandFels,2014).In
theirpaper,SeabornandFels(2014)arguethattheoreticalworkisnotstudiedempiricallyand
thattheappsandsystemsthatappliedsomeofthetheoriesdidnottesttheirvalidityempirically.
Additionally,thecurrentimplementationsofgamificationinhealthcaredonotfollowacertain
criteria(framework)orstandardguidelines(Lister,West,Cannon,SaxandBordegard,2014).
Asdiscussedearlier(seesec.2.1.5),thereexistafewgamificationframeworks,however,mostof
themoriginatedintheindustryandtargettheuseofgamificationforbusinesses(Moraetal.,
2015).Theseframeworksarenotsuitableforpurposerelatedtoself-managementofchronic
illnessessincethisareadealswithpatientsandtheirdailymanagementroutines.Asfaraswe
knowtherearenogamificationframeworksordeveloperguidelinesfortheself-managementof
chronicillnesses.Thisgapwillbethefocusofthisthesis.
Inthisthesisweaimtoinvestigatetherichliteratureontheself-managementofdiabetes,
gamificationtechniques,andbehaviourchangetheoriesandsynthesisethekeyelementsneeded
Chapter2
42
forthegamificationofself-managementofdiabetes.Giventhatthegamificationofself-
managementofchronicillnessesisstillconsideredtobeatanearlystageaframeworkandaset
ofcomprehensivedeveloperguidelinesareimportanttofillinthegapintheliterature.
Finally,itisessentialtoinvolvepeoplewithmedical,psychological,gamificationexpertise,and
theenduser(individualswithchronicillnesses)inthevalidationoftheframework.Oncethe
frameworkiscreatedandvalidatedasetofguidelinesfordeveloperswillbecreated.Thisisan
importantstepsinceinthisareadevelopers,softwareengineersarenotexpectedtoknowallof
theissuessurroundingtheareaofhealthcareandself-managementofchronicillnesses.The
guidelinesshouldenablethecreationofapplicationfortheself-managementofchronicillnesses
thatfollowsthethemesoftheframework.Theguidelinesmustreflectthevalidatedthemesof
theframework,anditshouldbeclearandpresentedatalevelthatcanbeusedbydevelopers.To
achievethis,itisimportanttoinvolveexpertsintheareasofsoftwareengineering,games,
gamification,softwaresustainability,healthcareapps,andapplicationdevelopment.
2.4 Summary
Inthischapteraliteraturereviewwasconductedonthethreemainareasofresearchinthis
theses.Thesearegamification,thepsychologyofgamificationincludingmotivationaland
behaviouralchangemethods,andself-managementofchronicillnesses,focusingondiabetes.
Theterm“gamification”,whichistheuseofgameelementsinenvironmentsotherthanpure
entertainment,wascoinedin2002/2003andgainedtheinterestofacademicin2011.Many
factorscontributedtotheriseofgamification,includingthepopularityofvideogamesespecially
amongstthosewhogrowupplayingthem,thewidespreaduseofsmartphonesandtracking
technologies,andthefocusonindividualandbehaviouralanalytics.Gamificationcanbeusedin
appsforlearningandeducation,marketingandbusiness,andhealthcaretoincreaseengagement,
enhancemotivation,andinfluencethebehaviourofusers.Itincorporatesgameelementssuchas
badges,levels,leaderboardsandprogressbars,whichareamongstthemostusedgameelements
ingamification,withmotivationalandbehaviourchangetheoriestoachievethis.
Gamificationisinfluencedbypsychologyandusesmotivationandbehaviouralmethodsin
combinationwithelementsborrowedfromvideogames.Thesetheoriesandmethodsplaya
majorroleinexistinggamificationappsandframeworks.Bothtypesofmotivation:intrinsicand
extrinsicareutilisedingamification.Intrinsicmotivation,whichistheinternaldesiretodothings
outofenjoymentorlove,isexemplifiedintheuseoftheself-determinationtheorythatliststhree
intrinsicmotivators:competence,relatednessandautonomy.Moreover,Pinkarguesthat
motivationisintrinsicanditisdrivenbythreeelements:autonomy,mastery,andpurpose.Onthe
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43
otherhand,extrinsicmotivation,whichisdoingthingssolelyfortheoutcome,isexemplifiedin
theuseofexternalrewardssuchaspointsandbadges.Theuseofbothtypesofmotivationscould
driveusers’motivationandinfluencetheirbehaviour.
Moreover,itisimportanttounderstandhowbehaviouroccursandwhatmotivatesittochangeor
influenceitthroughgamification.Thereareanumberoftheoriesandmethodsthatexplain
behaviourandhowitoccurssuchasFoggBehaviourModel,whichsuggestthatbehaviourisan
outcomeofthreeelements:Motivation,Ability,andTrigger.Accordingtothemodelthethree
elementsmusthappensimultaneouslyforbehaviourtooccur.Foggalsosuggestedtheuseof
“TinyHabits”methods,inwhichanactivityisbrokenintoasequenceofsmallchangesindaily
routineresultsintheadoptionoftinyhabitstoreachadesiredbehaviour.Furthermore,the
Nudgetheory,whichisthepositivereinforcementandindirectsignalstowardanon-forced
action,canbeusedincombinationwithgamificationtoencourageadesiredbehaviour.
Gamificationhasbeenappliedtodifferentfieldsincludinghealthcare.Oneoftheareasof
healthcarethatcouldbenefitfromgamificationistheself-managementofchronicillnesses.Living
withachronicillnesssuchasdiabetesrequiresagreatdealofcarefromtheindividual’sside.Self-
managingdiabetesincludesdailymanagementofmedication,keepingatrackoffoodintakeand
exercises,andmaintainingarecordoftestresults.Thisisvitaltopreventthecomplications
associatedwiththeillnessandtomaintainahealthylife.Gamificationcouldhelpinthisareaby
motivatinguserstowardshealthybehavioursthattheymightfinddifficulttostartormaintain.
Moreover,gamificationcouldhavepositiveimpactsonusersbyturningthetediousandrepetitive
tasksofmanagingdiabetestoamorerewardingandengagingactivity.Furthermore,
incorporatinggamificationwithanonlinecommunitytoprovideuserswithemotionaland
psychologicalsupportthattheymightneed.
However,eventhoughtherearesomegamificationframeworkstohelpinunderstandingitand
implementingit,theyaremostlybusinessoriginated.Asfarasweknowtherearenogamification
frameworksorguidelinesforhealthcareandespeciallyforself-managingchronicillnesses.This
gapwillbethefocusoftheworkofthisthesis.
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45
Chapter3: Methodology
Inthepreviouschapteraliteraturereviewofresearchontheareasofgamification,self-managing
chronicillnesses,andageneraloverviewofbehaviourchangemethodswasprovided.
Gamificationwasdefinedandasummaryofthecurrentstateofgamifiedapplicationswas
provided.Gamificationforhealthcarewasalsoexaminedandasummaryofseriousgamesinthis
particularsectorwasgiven.Theself-managementofchronicillnesses,focusingondiabetes,and
itsself-managementtoolsandcommunitieswascoveredtogetherwithageneralviewof
motivationandbehaviourchangemethods.
Inthischapter,anoverviewofresearchmethodsisgivenwheremixedmethods,andmulti
methodsarediscussed.Theresearchdesignandresearchquestionsaregiven.Moreover,the
researchmethodschosentoanswertheresearchquestionsareprovided.
3.1 OverviewofResearchMethods
Researchmethodsarethetechnicalproceduresfollowedwheninvestigatingaresearchproblem
oransweringaresearchquestion(Creswell,2003).Thereareanumberofdifferentmethodsthat
helptheresearchercollectdatafromparticipants.Thesearequalitativemethods,quantitative
methods.
Moreover,combiningquantitativeandqualitativemethodsiscalledmixedmethodresearch.This
typeofresearchwidelyusedinthesocialsciences(Creswell,2003;Morse,2003).Thetwo
methodschosencanbeconductedinparallelorsequentially(JohnsonandOnwuegbuzie,2004).
Thecombinationofqualitativeandquantitativemethodsisthoughttoprovideabroaderimage
andabetterunderstandingoftheissueinquestion(Creswell,2003).
Ontheotherhand,theuseoftwoormorequalitativedatacollectionmethodsinaresearchstudy
iscalledmulti-methodresearch(Morse,2003).Thistypeofaresearchstrategydoesnothaveto
mixquantitativeandqualitativeresearchmethods.Usingtwoqualitativedatacollectionmethods
provideawiderperspectivetoanswertheresearchquestion(Morse,2003).Thishelpswith
obtainingresultsfromdifferentangles,providingtriangulation.Thisprovidesmore
comprehensiveresultsthaneitherstudyon-its-own(Morse,2003).
Combiningmethodseitherinamixedmethodapproachormulti-methodapproachfallsunderthe
conceptoftriangulation(Rothbauer,2008).Triangulationistheuseoftwoormore
methodologiestoimprovetheaccuracyofthefindings(Denzin,1978;Jick,1979).Theuseof
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46
mixedmethodscreatesabalancebetweentheweaknessesofqualitativeandquantitative
methods(Jick,1979).Thisallowsforawell-roundedrepresentation(Thurmond,2001).Thereare
fourtypesoftriangulation(Denzin,1978;Thurmond,2001;Guion,DiehlandMcdonald,2002;
RunesonandHöst,2009):
• Datatriangulation:anumberofdifferentsourcesisusedtocollectdata.Thisincludes,
differentpeople,atdifferentlocations,andatdifferenttimes.
• Investigatortriangulation:dataiscollectedusingthesamemethodsbutbydifferent
researchers(investigators)
• Theoreticaltriangulation:thesamedatainterpretedbydifferentexpertsfromdifferentfields
ofstudy.
• Methodologicaltriangulation:datacollectedusingmultiplequalitativeand/orquantitative
methodstovalidatethesamething.Thisincludesusinginterviewsandquestionnairesor
focusgroupsandindividualinterviews.
3.1.1.1 QualitativeMethods
Qualitativeresearchmethodscompriseavarietyofmethodsthatareusedinmanydisciplinesof
academicresearchincludingsocialsciencesandnaturalsciences.Thistypeofresearchhelpsin
understandingthehumanfactorsoftheresearchproblem,specifically,thepopulationthatis
involvedinit(Mack,WoodsongandMacQueen,2005).Qualitativeresearchmethodsenablethe
researchertouncoverthesocial,gender,ethnicity,andreligionrolesintheresearchproblem
(Crotty,1998).Thus,itreliesmoreonopen-endedquestionsthatallowparticipantstodiveinto
theissue(Crotty,1998).Thedatacollectedfromqualitativeresearchingeneraltaketheformof
notes,audiorecordingsortranscripts(Mack,WoodsongandMacQueen,2005).
Oneofthequalitativemethodsthatiswidelyusedisinterviews.Byusingthismethod,the
researchercanexploretheresearchquestioninmoredepthanddeduceimportantinformation,
suchasopinions,feedback,critique,andconfirmationsthatonlythosewhohavetheknowledge
orexpertisecanprovide.Interviewscanbeconductedeitherindividuallyorinagroup,whichis
alsoknownasfocusgroupdiscussions(KruegerandCasey,2009).
Individualinterviewscanbeconductedinaface-to-facemanner,byphone,orthroughvarious
digitalinterfaces(Rogers,SharpandPreece,2011).Therearefourtypesofinterviewsthatdepend
onthetype,sequenceandwordingofthequestionsasked.Theseare,structuredinterviews,
semi-structuredinterviews,unstructuredinterviews,andfocusgroups(Britten,1995;Rogers,
SharpandPreece,2011).Thesemi-structuredinterviewischaracterisedbyanumberofclose-
endedquestions,andopen-endedquestions.Inthistypeofinterviewparticipantsaregiventhe
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47
spacetoelaborateontheissueathand.Thus,creatingaconversationbetweeninterviewerand
interviewee(Britten,1995).Theinterviewercouldstartwithanopen-endedquestionthatleads
tootherquestionsbasedontheparticipant’sanswer(Britten,1995).
Onthehand,focusgroupsallowtheresearchertocollectthedatafrommultipleindividualsatthe
sametime,andthroughasemi-structuredinterviewprocess.Itisaneffectivetechniquefor
exploringattitudes,inform,testideas,programs,andproducts(Kitzinger,1995;Logie,2014).
Oneoftheadvantagesoffocusgroupsinterviewsisthatitinvolvesselectingparticipantsbased
onasharedaspectrelevanttothestudy.Anotheradvantageistheabilitytocollectdatafroma
numberofpeopleatthesametime.Thediscussionbetweenparticipantsisconsideredtobeone
ofthemainstrengthsofthefocusgroupmethod,becausethisiswhatenrichesthedatacollected
byencouragingsharingandcomparingofexperiencesandopinionsbetweenparticipants
(Morgan,1997;Logie,2014).Ingeneral,participantsshouldbeencouragedtodiscussandshare
experiencesandpointsofview(Kitzinger,1995;Logie,2014).Infocusgroupinterviewsthe
sessionscouldtakeoneortwohours.Thus,itisrecommendedthattheinterviewsareaudio
recordedandnotesaretakenduringthesessions(Kitzinger,1995).
Usingthismethod,theresearcheroragroupleaderhastomoderatetheinterviewsession.The
extenttowhichtheresearcherisinvolvedinaskingquestionsandmanagingthegroupdiscussion
variesdependingonthegoalofthestudy.
Thesamplingandnumberofparticipantsinthefocusgroupdiffersbasedontheresearch
questionandgoal.Theidealsizeofthegroupmayrangefromfourtoeightindividuals,andthe
idealnumberoffocusgroupsessionsisthree(Kitzinger,1995;Logie,2014).However,groups
couldbesmallerorlargerthanthat(Morgan,1997).
Overall,usingthesedifferenttypesofinterviewscanbebeneficialintermsofhavingflexibility
withthequestionsasked,theabilitytoexplainanymisunderstandings,andcollectingany
additionalinformationfromparticipantswhenneeded(Britten,1995;DiCicco-Bloomand
Crabtree,2006).Ontheotherhand,somedisadvantagesofusinginterviewscouldbethatit
requiresmoretimethanquestionnaires,forinstance,andthelackofanonymity(Openakker,
2006).Thesefactorscoulddiscourageparticipantstobepartofthestudyorleadtobiased
answers.However,thesedisadvantagescouldbeeliminatedbytheresearcherthroughmaking
theparticipantascomfortableaspossiblebytakingtheirschedule,preferredwayof
communicationintoconsideration(Berg,2009).
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48
3.1.1.2 QuantitativeMethods
Quantitativeresearchmethodistheuseofstatisticaltechniquestoinvestigatethedatacollected
byansweringquestionswithpre-determinedlistofanswers.Usingthismethod,researchersseek
toconfirmacertainhypothesisthroughhighlystructuredmethodssuchasquestionnaires,
surveys,andexperiments(Mack,WoodsongandMacQueen,2005).Quantitativemethodssuchas
questionnairescanbeusedtocollectopinionsofalargesampleofparticipantsaswellastheir
demographicaldata(Rogers,SharpandPreece,2011).Thedatacollectedthroughthismethodare
mainlynumericalinform.
Thequestionnairetypeofquantitativeresearchmethodisaverycommonchoiceforthe
collectionofdata.Thisisbecausethecollectionofthelargenumberofdatacanbecarriedout
cheaply.Moreover,thedatacollectedisconvenienttoanalyseobjectivelythroughstatistical
analysisthanqualitativedata(e.g.interviews).Otheradvantagesincludeeliminatinganybiases
thatcanresultinaone-on-oneinterview,andretaininganonymity(SomekhandLewin,2005).On
theotherhand,thelackofcontactbetweentheresearcherandtheparticipantwhenanswering
thequestionnairemeanstheanswersareacceptedeveniftheparticipantmisunderstoodor
chosethewronganswerbymistake.Thus,thequestionnairemustcontainstraightforward
questionsthataresimpletocomprehendbyparticipants.Moreover,thelackofcontroloverwho
fillsoutthequestionnaireisalsoconsideredadisadvantage(SomekhandLewin,2005).Therefore,
muchcaremustbeputindistributingthequestionnairetoitsintendedaudience.
Inquantitativeresearch,thesizeofthesampleshouldbedeterminedbeforeconductingthe
study.Thesizeofthesampleplaysaroleinthestatisticalvalidityoftheconclusionsdrawnfrom
analysingthedata.Therequiredsamplesizedependsonthetypeofthestatisticaltestbeing
used.Theminimumsizecanbecalculatedbasedonanumberofstatisticalvariables.
Therearemanypackagesthatareavailabletocarryoutthiscalculation.Apopularchoiceisthe
programG*Power,whichisastatisticalpoweranalysistool(Fauletal.,2007,2009).Itcomputes
therequiredsamplesizegiventhreevariables:
• Type1error(alpha),whichrepresentafalsepositiveresult.
• Type2error(beta),whichrepresentafalsenegativeresult.
• Effectsize,whichdeterminesthemagnitudeofthedifferencebetweentwogroups.
Sampleareusuallychosentorepresentalargerapopulation(Mendenhall,BeaverandBeaver,
2012).Oneofthemethodstocollectasample,whichisconsideredanon-probabilitysampling,is
snowball(Chromy,2008).Thismethodreliesonselectingparticipantsfromthetargeted
population,thenaskingthemtofindotherparticipantsfromthesamepopulation.Oneofthe
Chapter3
49
advantagesofthismethodisthatitallowstheresearchertofindparticipantsfromspecific
populationsthatmightbeunder-representedordifficulttoreach.However,oneofthedrawbacks
ofthismethodisthatitcanrequirealongtimeuntiltherequiredsamplesizeisachieved.
Table2-5summarisethedifferencesbetweenthequalitativeandquantitativemethods.Thetable
showsthedifferenceintermsofpurpose,datacollectionapproach,sample,datatype,
advantages,anddisadvantages
Table3-1DifferencesbetweenQuantitativeandQualitativeMethods
QuantitativeMethodology QualitativeMethodology
Purpose Measurequantities,andtesta
hypothesis
Acquiringin-depthinsights,confirmation,
andassessment
DataCollection
Approach
Questionnaires,andexperiments Interviews,andfocusgroupdiscussions
Sample Largenumberofparticipants Smallnumberofparticipants
DataType Numerical Textualoraudio
Analysis Statisticalanalysis Interpretativeanalysis
Advantages Abilitytocompare,andgeneralize.
Obtainingviewsandexperiencesthat
otherwisehardtoacquire.
Disadvantages Thelackofabilitytoclarifyorask
participantstoelaborate
Lackofanonymity,andtimeconsuming.
3.2 ResearchProcess
Therearetwomajoraimsofthisresearch.First,toprovideavalidatedframeworkforthe
gamificationofself-managementofchronicillnesses.Thisaimiscapturedinthefollowing
researchquestion:
RQ1:Whatisanappropriateframeworkforthegamificationofself-managementof
chronicillnesses?
Second,totransformthevalidatedframeworkintoasetofguidelinesfordevelopers.Thatenable
themtoimplementgamificationintheself-managementofchronicillnesses.Thisaimiscaptured
inthefollowingresearchquestion:
RQ2:Whatisanappropriatesetofclear,useful,andimplementabledeveloper
guidelinesforthegamificationofself-managementofchronicillnesses?
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50
Inordertoachievethesegoals,byansweringtheresearchquestions,theresearchwasdivided
intothreephasesasillustratedin(Figure3-1).
Thefirstphaseconsistedofaliteraturereview,theidentificationoftheresearchgap,and
proposingaframework.Thepurposeoftheliteraturereviewwastogatherinformationon:
1. Gamificationanditsapplications
2. Thepsychologyofgamificationandthetheoriesofbehaviourchangethatareusedinthis
area.
3. Chronicillnessesespeciallydiabetesanditsself-managementrequirements.
4. Theuseofgamificationinhealthcare.
Next,theresearcherwasabletoidentifythegapintheliterature,whichwasmanifestedinthe
lackofavalidatedframeworkintheareaofgamificationintheself-managementofchronic
illnessesespeciallydiabetes.Then,theresearcheridentifiedtheconceptsthatarenecessaryfor
combininggamificationinthisspecificareaofhealthcare,andsynthesisedthemintoone
constructthatistheproposedframework.Theoutcomeofthisphasewaspublishedin
(AlMarshedietal.2017)and(AlMarshedi,Wills,andRanchhod2015).
Thesecondphasewastovalidatetheproposedframeworkbyusingamixed-methodapproach.
Thequalitativemethodconsistedofexpertinterviews.Theinterviewswereconductedwith
expertsfrommedicalfields,includingendocrinologists,diabeticeducators,psychiatristsand
psychologists,andexpertsfromacademiaingamificationandseriousgames.Theaimofthe
interviewswastovalidatethecontentoftheframework.Ontheotherhand,thequantitative
methodconsistedofaquestionnairetocollectdatathatmeasurestheattitudesofindividualwith
diabeteswhoarebasedinSaudiArabiatowardstheframework.Theoutcomeofthisphasehas
beenpublishedin(AlMarshedi,Wills,andRanchhod2016).
Thethirdandfinalphaseincludedtwoparts.First,buildingasetofguidelinesfordevelopers
basedonthevalidatedframework.Next,validatingthecontentoftheguidelinesusinga
qualitativemulti-methodapproach.Namely,expertinterviewsandfocusgroupinterviews.The
expertinterviewsareconductedwithexpertsingamedesign,userexperience,seriousgamesfor
healthandgamification.Afteranalysingthefindingsfromtheexpertinterviewsandupdatingthe
guidelinesaccordingly,thesecondqualitativestudytookplace,whereanumberofdevelopers
andsoftwaresustainabilityexpertswereinterviewedinsmallfocusgroupsessions.Thepurpose
ofthefocusgroupinterviewswastoreviewanddiscusstheupdatedguidelinesfromthe
perspectiveofdevelopersasameantocross-validateit.Theoutcomeofthisphasewaspublished
in(Almarshedi,Willsetal.2017).
Chapter3
51
Figure3-1ResearchProcess
Chapter3
52
3.3 Summary
Inthischapter,anoverviewofresearchmethodsisgivenwheremixedmethods,andmulti
methodsarediscussed.Theresearchdesignandresearchquestionsweregiven.Moreover,the
researchmethodschosentoanswertheresearchquestionswereprovided.
Researchmethodsaretheproceduresusedtoexplorearesearchproblemortoanswera
researchquestion.Therearetwowaystocollectdata:qualitativeresearchmethods,and
quantitativeresearchmethods.Thecombinationofquantitativeandqualitativemethodsiscalled
mixed-methodresearch.Ontheotherhand,theuseoftwoqualitativemethodsiscalledmulti-
methodresearch.Moreover,combiningtworesearchmethodsisthoughttoprovidebetter
understanding,andawiderperspectivetoanswertheresearchquestion.
Qualitativeresearchmethodshelpinunderstandingthehumanfactoroftheresearchproblem.
Interviews,bothindividualandgroupinterviewsarepopularqualitativeresearchmethods.Onthe
otherhand,quantitativeresearchmethodistheuseofstatisticaltechniquestoinvestigatethe
datacollectedbyansweringquestionswithpre-determinedlistofanswers.Thismethodisusedto
confirmacertainhypothesisthroughhighlystructuredmethodssuchasquestionnaires,surveys,
andexperiments.
Thisthesishastwomajoraimsofthisresearch.First,toprovideavalidatedframeworkforthe
gamificationofself-managementofchronicillnesses,whichiscapturedRQ1.Second,to
transformthevalidatedframeworkintoasetofguidelinesfordevelopersthatenablethemto
implementgamificationintheself-managementofchronicillnesses,whichiscapturedinRQ2.
RQ1:Whatisanappropriateframeworkforthegamificationofself-managementof
chronicillnesses?
Toanswerthisquestion,theresearcherconductedaliteraturereviewongamificationandits
applications,thepsychologyofgamificationandthetheoriesofbehaviourchangethatareusedin
thisarea,andtheself-managementofchronicillnessesespeciallydiabetes.Then,theresearcher
identifiedthegapintheliterature,whichisthelackofavalidatedframeworkintheareaof
gamificationintheself-managementofchronicillnessesespeciallydiabetes.Afterthat,the
researcheridentifiedanumberofelementsfromtheliteratureandsynthesisedthemintoone
constructthatistheproposedframework.
Theframeworkwasthenvalidatedusingamixed-methodapproach:expertinterviews,and
questionnaires.Theinterviewswereconductedwithexpertsfrommedicalfields,including
doctorsofdiabetes,diabeticeducators,psychiatristsandpsychologists,andexpertsfrom
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53
academiaingamificationandseriousgames.Thequestionnairesweredistributedtocollectdata
thatmeasurestheattitudesofindividualwithdiabeteswhoarebasedinSaudiArabiatowardsthe
framework.
RQ2:Whatisanappropriatesetofclear,useful,andimplementabledeveloper
guidelinesforthegamificationofself-managementofchronicillnesses?
ToanswerRQ2,asetofguidelinesfordeveloperswasdesignedbasedonthevalidated
framework.Then,thecontentoftheguidelineswasvalidatedusingaqualitativemulti-method
approach:expertinterviews,andfocusgroupinterviews.Forthefirststudy,expertsingame
design,userexperience,seriousgamesforhealthandgamificationwereinterviewedindividually.
Then,thequalitativedataoftheinterviewswasanalysedtheguidelineswereupdatedbasedon
thefindings.Afterthat,thefocusgroupinterviewswereconductedwithanumberofdevelopers
toreviewanddiscusstheupdatedguidelinesfromtheperspectiveofdevelopers.
Chapter4
55
Chapter4: FrameworkanditsValidation
Theliteraturereviewchapter(Ch.2)presentedaninvestigationonthethreemainareasoffocus
inthisthesis:gamification,behaviourchange,andself-managementofchronicillnesses.InCh.2
wediscussedgamificationinthecontextofhealthcareandtheself-managementofchronic
illnesses,specificallydiabetes.Moreover,theresearchprocessandanoverviewofthe
methodologyusedinthisstudywerediscussedinCh.3.
Inthischapter,weanswerthefirstresearchquestioninthisthesis:
RQ1:Whatisanappropriateframeworkforgamifyingtheself-managementofchronic
illnesses?
Toanswerthisquestion,aframeworkforgamifyingtheself-managementofchronicillnessesshall
beintroduced.Theframeworkwillbebasedonwhathasbeenfoundfromtheliteraturereview
regardinggamification,andhowitmightberelevanttotheself-managementofchronicillnesses.
Theframeworkwasvalidatedthroughamixed-methodapproach.
4.1 Background
Asdiscussedintheliteraturereview(seeSec.2.3),gamificationhasbeenreceivingagreatdealof
attentioninthehealthcareindustry.Thisriseofthisinterestmaywellbeattributedtothefact
thatitisperceivedbymanythattheuseofgamificationcanbenefithealthcareintermsof
increasingengagementinhealthcare,preventivehealthcare,medicationadherence,andself-
management.Inparticular,self-managementiscrucialtothehealthofindividualslivingwith
chronicillnesses.Thesetasksmightbemadeeasybytheuseofgamification.However,itis
importanttobaseanycombinationbetweengamificationandtheself-managementofchronic
illnessesoninformedresearchgivingtheseriousnessofsuchillnesses.Additionally,itisimportant
tounderstandtheneedsofindividualswithdiabetesintermsofself-managementinorderto
incorporategamificationintoit,thus,tailoringittothisspecificenvironment.
Althoughthereexistsomeappsfortheself-managementofchronicillnessesthatutilisesome
aspectsofgamification(PBLsystem),itisnotcleariftheseappshavefollowedaframeworkor
guidelinesthatarespecifictothistask.Infact,thereexistsnosuchframeworkintheliteratureas
mentionedpreviously.Theexistingframeworksintheliteraturearemainlyfocusedonbusiness
andmarketing(seeSec.2.1.5).
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56
Theproposedframeworkthatincorporatesgamificationandtheself-managementofdiabetes
shouldenablethefollowingaspects:
• Empowerpatientstotakegoodcareoftheirhealth.
• Increaseadherencetomedication.
• Fulfiltheneedtobepartofacommunitythatsharethesamegoalsandchallenges.
• Encouragebetterself-managementhabits.
• Encourageconsistentloggingofdata(e.g.bloodtests,foodintake)
• Turnself-managingachronicillnessfromamundanetaskintoafunactivity.
• Provideconsistentandinformativefeedbacktousers.
4.2 FrameworkDesignProcess
Priortobuildingtheframework,aliteraturereviewwasundertakenonthethreedomains
identifiedbytheauthortobethemainareasofresearch,namelygamification,chronicillnesses
self-management(focusingondiabetes),andbehaviouralchangemethods.Thethreeareasand
theirintersectionareillustratedin
Figure4-1.Theframeworkisaresultofthecarefulreviewandanalysisoftheseareas.The
relationsbetweenthethreeareaswerestudiedandanumberofelementsweresynthesised.
Theseelementsformthebasisoftheframework.
Figure4-1TheThreeMainAreasofResearch
Chapter4
57
4.2.1 TheElementsandThemes
Theresearchersynthesisedtwenty-eightelementsfromthethreedomainsshowninFigure4-2.It
isimportanttonotethattheterm“elementoftheframework”isdifferentfromthatof“game
elements”.Theelementsintheframeworkcomefromgamification,thepsychologyof
gamification,andself-management.Theseelementsarelistedin
Table4-2,Table4-1,andTable4-3.Thetablesshowtheelementsbasedonwhichpartofthe
literaturetheyareextractedfrom.
Inparticular,fromthegamificationparttwelveelementswereextracted(Table4-1),fromthe
self-managementpartoftheliteraturereviewsevenelementswereextracted(Table4-2),and
fromthepsychologyofgamificationpartnineelementswereextracted(Table4-3).
Asdiscussedintheliterature,thereisanoofaframeworkforthegamificationoftheself-
managementofchronicillnesses(seeSec.2.1.5).However,thesynthesisedelementswillbeused
toconstructaframeworkthatfillsthisgap.
Table4-1Alistofelementssynthesisedfromtheliteratureonthehealthcareofchronicillnesses
HealthcareofC
hron
icIllnesses
Logbook:anelectroniclogbookwhereuserscansavetheirbloodglucosetest
resultsandassociatedinformation.
Visualisationofdata:Loggeddatarepresentedinavisualwaysuchasin
graphs.
Trendsalert:pop-upmessagestohighlighttrendsintheloggeddata.
Peer-support:amechanismthatenablesuserstoaccesseachother’saccounts
andsupportthem.
Community:amechanismthatenableuserstointeractandcommunicate.
Socialmedia:amechanismtolinkthesystemuserstoothersocialmedia
platforms.
Sharing:amethodtoallowuserstoshareinformationabouttheir
achievementsortheirlogbookdata.
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58
Table4-2Alistofelementssynthsisedfromgamificationliterature
GameElem
entsand
Dyn
amics
Badges:graphicalsymbolsthatrepresentanelectronicmedallionforapre-
definedaccomplishment.
Points:countersthattrackthespecificactivitiesoftheuser.Theseactivitiesare
definedbythedeveloperandwoulddifferbasedonthecontext.
Challenges:Obstaclesdesignedinthesystemfortheusertoovercomewitha
timelimit.
Competitions:isadynamicelementthatresultsfromcollectpointsandbadges
torankupinleaderboard.
Feedback:amechanismtoshowusersinstantcommentsontheiractivities,
achievements,orengagementwiththesystem.
Leaderboards:aconstructthataccumulatestheuser’sachievementsand
comparesthemwithotherusersinthesystemandthenranktheusers.
Levels:aspaceinthesystemthatcanbereachedaftercompletingaspecific
setofactivitiesandcollectingaspecificnumberofpoints.
Storyline/themes:anarrativethattiesinallaspectsofthesystemandcreates
acontextfortheuser.
Reputation:Thisisanelementthatarisesdynamicallythroughtheinteraction
withthesystemandthecommunity.
Goals:milestonessetbythesystemandtheuser.
Avatars:graphicalrepresentationofone’sself.
Progressbar:agraphicalrepresentationofuserprocess.
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59
Table4-3Alistofelementssynthesisedfrombehaviourandgamificationliterature
Psycho
logyofG
amificatio
nIntrinsicmotivation:internaldriversofbehaviourthatcanarisedynamicallyin
thesystemordirectlyimplementedit.
Extrinsicmotivation:externaldriversofbehaviourthatcanbeimplementedin
thesystem.
Flow:atheorythatisusedinthesystemtoincreaseengagementbygradually
increasingthedifficultyoflevels.
Nudge:atheorythatisusedinthesystemtodirecttheusertowardsadesired
behaviour.
Babysteps/tinyhabits:atheoryusedtobreakdowntasksandactivitiesinto
smallersteps.
Autonomy:freedomofchoiceswithinthesystem.
Ability:theuser’scapacitytoperformingtasksandactivitieswithinthesystem.
Purpose:linkingthesystemtothebiggerpicture(i.e.health).
Trigger:actionstoreminduserstobeengagedwiththesystem.
Theseelementscanbefurthersubdividedintomorespecificthemesthatserveacommon
purpose.Forexample,collectingpointsandbadges,andparticipatinginchallengesand
competitionscanbeenjoyableactivitiesthatcancreateagame-likeenvironment,whichwecall
thefuntheme.
Theresearcherobservedthattheelementsfallintoeightthemes.Theseare:Fun,Socialising,Self-
representation,Self-management,Motivation,Growth,Esteem,andSustainability.Therestof
thissectiondiscussesthethemesandcombinesthemtocreatetheproposedframeworkforthe
self-managementofchronicillnesses.Thethemesandtheircorrespondingelementsare
illustratedinFigure4-2.
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60
Figure4-2TheEightThemesandtheirElements
Thefunthemecoversthebasicelementsforgamification.Thefourelementsofthefuntheme
couldgiverisetoafunenvironmentwheretheuserisengagedwiththesystemtocollectpoints
andengageincompetitionsandchallenges.Badgesandpointssignifytheuseofrewardsto
encouragepositivebehaviourintheself-managementofachronicillness.Userscanberewarded
forkeepingalogbookoftheirtestresultsandrelatedinformation,andtheirengagementwith
otherusers.Moreover,creatingchallengesandcompetitions(thatarenotrelatedtotestresults
orthemedicalinformationoftheuser)couldincreasetheengagementofusers.Thesecaneither
bebetweenusersorbeself-challengesforusers.
Themotivationthemecoversthetwotypesofmotivationsconsideredingamification.Thefirst
typeisintrinsicmotivation,whichistheinnatedesiretodosomething.Thistypeofmotivation
canbecultivatedthoughtheuseofmasteryandusingacombinationofotherelementssuchas
autonomyandpurpose.Thesecondtypeisextrinsicmotivation,whichisdoingsomethingonlyif
thereisareward.Thistypeofmotivationcouldbecreatedthroughtheuseofrewardssuchas
pointsandbadges.Thiscouldmakepeoplebecomeinterestedindoingacertainact(i.e.keepa
logbookoftheirdailyglucosetests).Incorporatingintrinsicandextrinsicmotivatorscouldsustain
thisinterest.Moreover,therewardsusedshouldbetailoredtothetargetpopulationsothatthey
arerelevantandvaluable.
Thesocialisationthemecoversfourelementsthatcreateasocialenvironment.Thissocialaspect
isthoughttobeimportantforgamificationandespeciallyforself-managingachronicillness.The
Chapter4
61
elementsofthisthemeaddtothevalueofthefunthemeelements.Moreover,beingina
communitythatunderstandswhattheuserisgoingthroughcouldprovidethepsychological
supportneededbytheuser.Itwasmentionedpreviouslythatitiscommonfordiabeticpatients
togetclinicallydepressed.Thus,wegatherthatitisimportanttoprovideamediumwherethey
canshareandreceivesupportfromtheirpeers.Moreover,Maslow’sHierarchyofNeeds(seeSec.
2.2.1.4)indicatestheimportanceofhavingasenseofbelonging.
Theesteemthemecoverstheelementsthatcouldcreatefeelingsofvalueandrespect.Basedon
Maslow’sworkitisbelievedthatpeopleneedtoberespected,feelgoodabouttheir
achievementsandhaveself-worth.Somepeopledothingsfortherecognitionandtobevalued.
Mostgamificationelementsareesteemboosterswhendesignedfortherightcontext.
Furthermore,asusersseetheirnamemovingupinaleaderboard,astheirprogressbaradvances,
orastheyaccumulateofanumberofbadges,itcouldsatisfytheirneedforrecognitionand
positivelyaffecttheirself-esteemingeneral.
Theself-representationthemecoversfourelementsthatcouldcreateaconnectionbetweenthe
userandthegamifiedapp.Also,representingtheuser,theirgoals,andtheirabilitiesinthe
gamifiedsystemisimportanttoincreasetheengagement.Thiscouldbeachievedpartially
throughprovidingcustomizedprofilesandavatars.Inaddition,givingusersthechancetosettheir
owngoalssuchasglucoselevelgoalswillenhancetheirsenseofautonomyandwilltailorthe
experiencetothem.Theseincludepositivemanagementhabitssuchaskeepingarecordofdaily
testsandbeingawareofone’sprogress.
Thesustainabilitythemecoverstheelementsthatensuresustainabilityofgamificationeffects.
Theseelementsarederivedfromgamedesignandbehaviouraltheories.Theflowelementis
basedontheflowtheory,thenudgeelementisbasedonthenudgetheory,thetriggerelementis
basedonFog’sbehaviouralmodel,andstoryline/themeelementbasedinMDAframework
(discussedinSec.2.2andSec.2.1.1).Havingflowandastorylineorathemecouldbeeffectivein
capturingthelong-termattentionofusersinvideogames.Inaddition,triggerandnudgeare
behaviouraltheoriesthatarebelievedtoshiftthebehaviouroftheusertothedesireddirection.
Inthiscontext,usingthenudgetheoryandtriggersmayreinforcepositivebehaviourinmanaging
diabetes.
Thegrowththemecoversthepersonalgrowthofpeoplewithchronicillnessesintermsof
managingtheirillness;learningnewhealthyhabits,andachievingtheirself-managementrelated
goals.Oneofthemostimportantaspectsofthesuccessofgamificationisprovidingreal-time
feedbackthatismeaningfulandrelevanttousers.Moreover,inthecontextofself-managing
Chapter4
62
illnessesthiscanbeuseful.Feedbackcanberepresentedinmanyways,includingrewardsand
incentives,whichgiveimmediatefeedbacktousersabouttheirperformance.
Theself-managementthemecoversthebasicelementsforself-managingachronicillness.The
logbookistohelpusersinkeepingatrackoftheirbloodglucosetestresultsforexamplesand
relatedinformation.Thevisualisationofdataelementtakestheinformationfromthelogbook
andpresentsitingraphs.Throughprovidingfeedbackintermsofgraphsofbloodteststheuser
willlearnabouthis/herconditionandwillrecognizeanypatterns.Moreover,thealertelement
indicatesalertingtheuserwhentheirbloodglucosecontinuestobelowerorhigherthanaverage
forexample.
Table4-4listtheeightthemesthatconstitutetheframework.Thetablealsoprovidea
summariseddefinitionofeachtheme.
Table4-4TheWheelofSukrThemes
Themes Definition
Self-
management
Basicelementsneededtoself-monitorbloodglucose,includingtrackingmeasuresof
bloodglucose,insulin,foodintake,andotherrelatedinformation;gettingfeedbackbased
ontheentries;andbeingnotifiedwhenbloodglucosemeasuresfluctuate.
Socializing Beingpartofagroupofpeoplethatsharesthesamesituation,whichofferssocialand
emotionalsupportandaddstothevalueofrewards.
Self-
representation
Tailoringtheexperiencetocreateabondwiththeuser,thusincreasingengagementand
creatingameaningfulexperience.
Fun Creatingagame-likeexperience.
Esteem SatisfyingthefourthlevelofMaslow’sHierarchyofNeeds,thuscateringtothe
psychologicalsideofmanagingdiabetes.
Motivation Appealingtothedesiretodothings.
Sustainability Theabilityofthesystemtomaintainthesamelevelofengagementtosustainthedesired
effect.
Growth Creatingafruitfulexperiencefortheuser,wheregamificationinasocialandpsychological
contextcanresultinpersonalgrowthintermsofmanagingdiabetes,learningnewhealthy
habits,andunderstandingthediseasebetter.
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63
4.3 TheWheelofSukrFramework
ThethemesandtheirassociatedelementsaresynthesizedintoaframeworkthatwecallThe
WheelofSukr(Figure4-3).Theword‘Sukr’meanssugarinArabicanditisalsoacommonwayto
refertodiabetesinSaudiArabia.Theshapeofthewheelwaschosentoreflecttheimportanceof
allofthethemestogether.Atthisstageweassumethatthethemesareofequalimportance.
Toourknowledge,thisisthefirstframeworkthattargetstheuseofgamificationintheself-
managementofchronicillnesses.Asdiscussedearlier,TheWheelofSukrcombineselements
fromgamification,self-managementpractices,andbehaviouralmethodstocreateanengaging
andfunself-managementexperience.
TheWheelofSukrproposesawaytoutilisegamificationandbehaviourchangemethodsinthe
self-managementofchronicillnesses.Throughtheuseofmotivation,rewards,positivefeedback
andpeersupport,apositivebehaviourinmanagingchronicillnessesisaimedtobereinforced.
Thepositivemanagementhabitsincludekeepingarecordofdailytestsandbeingawareofone’s
progress.Furthermore,theuseofconceptsunderlinedintheframeworkmightallowusersto
realisepatternsandmakedecisionsaccordingly.Thiseventuallycouldleadtoanincreaseinthe
feelingofautonomyontheusers’sidegivingthemasenseofcontrolovertheirowncondition.
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64
Figure4-3TheWheelofSukr
4.4 ValidationoftheWheelofSukr:Mixed-Methods
Methodologicaltriangulationwaschosenasthemixed-methodresearchapproachforvalidating
theframework[Figure4-4].Asshowninthefigure,theframeworkisvalidatedusingthreesteps.
First,theliteraturereviewprovidedelementsthathavebeenshowntoworkinthefieldsof
gamification,self-management,andpsychologyofgamification.Then,thethemesofthe
frameworkwerevalidatedusingbothexpertinterviews,andaquestionnaire.Theexpert
interviewsandthequestionnairewereconductedtoconfirmtheinclusionofthethemestocreate
aframeworkforgamifyingtheself-managementofchronicillnesses(specificallydiabetes).
Figure4-4ComponentsofTriangulationforFrameworkValidation
Theinterviewswereconductedwithagroupofmedicaldoctors,psychiatristsandpsychologists,
andgameandgamificationexperts(seeSec.4.5).Ontheotherhand,anonlinequestionnairewas
answeredtoindividualswithdiabetesbasedinSaudiArabia(seeSec.4.6).
Itisessentialtoobtaintheinsightofdiabeticdoctors,psychologists,andpsychiatristsonthe
framework,alongwiththefeedbackofgamificationandseriousgamesexperts(See2.1).This
enablethevalidationoftheframeworkholistically.Moreover,thequestionnaireprovidedthe
inputofpeoplewithachronicillness(peoplewithdiabetes)ontheframework’sconcept.Thisis
consideredtobecrucialinvalidatingtheframework.Itpermitsmeasuringparticipants’attitudes
towardstheframework,andifitmeetstheirneedsonceitisappliedtoself-managementtools.
Thus,byconductingbothstudiesweaimtovalidatetheframeworkandmeasurethelevelof
acceptanceofgamifiedself-managementapplications,andunderstandwhatmightbelacking
fromtheirpointofview.
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65
EthicalapprovalsforbothstudieswereobtainedfromtheEthicsCommitteeoftheUniversityof
Southamptonpriortoconductingtheinterviewsandquestionnaires(referencenumbers:
ERGO/FPSE/14208andERGO/FPSE/15296).
4.5 Study1:ExpertInterviews
Inthissection,thefirststudyforthevalidationoftheframeworkisdiscussed.Theobjectiveofthe
interviewsistovalidatethethemesoftheframework.Thesectionisdividedintotwoparts.First,
theinterviewdesignandprocessarediscussed.Then,thefindingsoftheinterviewsare
presented.
4.5.1 Interviews DesignandProcess
Theinterviewswereconductedwithdoctorsspecialisingindiabetes,psychologistsand
psychiatristswhohaveworkedwithindividualwithdiabetes,andgameandgamificationexperts.
Theaimoftheexpertinterviewswastovalidatetheproposedframeworkfromthreedifferent
perspectivesthatreflecttheareasofresearch(see
Figure4-1).
TheWheelofSukrframeworktargetstheself-managementofchronicillnessesandspecifically
diabetes,whichischosentolimitthescopeofthisstudy.Sincetheframeworkisdesignedforthe
self-managementofdiabetesitwasessentialtoconsultexpertswhohavemedicalknowledgeof
theillness,theself-managementitrequires,andhavedirectexperiencewithindividualswith
diabetes.Thisisreflectedinthesampleoftheinterviews.Theyunderstandwhatisnecessaryto
self-managetheillnessproperly,thestrugglesthattheirpatientsface,andthepsychological
difficultiesoflivingwiththiscondition(i.e.motivation,behaviourmethods,cognitivebehavioural
therapy,andpeer-support).
Eightexpertswerecarefullyselectedbasedontheirexperienceintheirfields.Then,theywere
thencontactedbyemailandinperson,andtheinterviewswereconductedface-to-face.The
doctors,psychologists,andpsychiatristswhoparticipatedinthestudywereselectedfrommajor
publicandprivatehospitalsinRiyadh,SaudiArabia.Thoseexpertswerechosenbasedontheir
experiencewiththediabeticcommunityinSaudiArabiaandtheirexpertiseinthisarea.
Moreover,asdiscussedearliergamificationhaselementsextractedfromgames.Theseelements
arethoughttobewhatmakegamesengaging.Thus,twoPhDresearchersfromtheUniversityof
Southamptonwithexpertiseingamificationandgameswereselectedtovalidatethethemesof
theframeworkinanopen-endeddiscussion.
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66
Whileinterviewsareveryvaluable,however,itisimportanttomentionthattheyrequirea
significantamountoftimetoarrangeandconduct.Thisconsistsofseveralstepsincludingthe
identificationofpossibleparticipants,contactingstage,arrangementofasuitabletime,and
conductingtheinterviewitself.Inthisstudy,theresearcherconductedmostoftheinterviewsin
SaudiArabiatomeetwiththemedicalandpsychologyexperts.Interviewscanbeveryexpensive
intermsoftimeandfunding.However,itwasworthwhileandtheexpertschosenareatthetop
oftheirfields.Theexpertsinthestudywere:
• Achairprofessorinpsychiatrywithexperienceinworkingwithdiabeticindividuals.This
expertisbasedinoneofSaudiArabia’smajorhospitals.Theexperthas20yearsof
experience.
• Aprominentconsultantpsychiatristwithextensiveexperienceincognitivebehavioural
therapy.
• TwodiabetesandendocrineconsultantsinoneofSaudiArabia’sbiggesthospitalslocatedin
Riyadh.Oneisanexpertinchildandadolescentdiabetes.Bothhavemorethan10yearsof
experience.
• AdiabeteseducatorexpertfromofamajorSaudihospital.
• AnutritionexpertfromthenutritionclinicofamajorSaudihospital,whoisspecializingin
workingwithindividualswithdiabetes.
• TwoseniorPhDresearchersfromtheUniversityofSouthamptonwithexperiencein
gamificationandgames.BotharepartoftheGameDesignHubattheUniversityof
Southampton.
Inqualitativestudies,thesizeofthesampleisaffectedbythesaturationofdata.Whenthedata
collectedstartstobecomeredundant,itmeanstheinterviewshavereachedthepointof
saturationandnomoreinterviewsneedstobeconducted(GuestandJohnson,2006).Theoverall
totalnumberofexpertswaseight[Table4-5],andnomoreexpertinterviewswererequiredsince
thedatafromtheinterviewsapproachedthesaturationlevel.
Table4-5InterviewExperts
Diabeticdoctors Experts#1#3#4#8
Psychologistsandpsychiatrists Experts#2#5
Gameexperts Experts#6#7
Atthestartoftheinterview,thepurposeofstudyandtheprocessbywhichtheinterviewwillbe
conductedwereexplainedtotheintervieweetoclarifyanyambiguities.Eachexpertwas
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presentedwiththeparticipantinformationsheetandconsentformtosign.Theinterviewswere
audiorecordedforthetranscriptionandanalysis.
Asemi-structuredapproachwaschosenfortheinterviews(Sec.3.1.1.1).Eachinterviewconsisted
oftwoparts:asetofclosedquestionsaboutthegeneraldomainthatisintendedtosetthestage
andfocusthediscussionontheconceptsunderlyingtheframework,andasetofopen-ended
questionstostartthediscussion(AppendixA).Theexpertswereaskedquestionsbasedontheir
areaofexpertise,anddiscussedtheunderlyingconceptsoftheframeworkaswellasanyextra
pointsthattheycouldprovidebasedontheirfield.
Oncethedatawascollecteditwasanalysedusingacodingsystembasedontheeightthemesof
theframework.Thismethodiscalledadeductivethematicanalysis,whichisusedinorderto
confirmordisproveapre-existinghypothesisasopposedtoaninductivethematicapproachin
whichtheresearchertriestodiscovernewpatternsorestablishanewtheory(BraunandClarke,
2006).Thedeductiveapproachwaschoseninthisstudysincewehaveestablishedaframework,
andthisstageisconcernedwithconfirmingthattheframeworkandtheconceptsunderlyingitare
validfromthepointofviewofmedicalexperts,gamificationexperts,andusers.
Giventhatthenumberoftheinterviewsismanageablethecontentofthetranscribedinterviews
wasanalysedmanually.Thiswasdonebygoingthroughthecontentofeachinterviewand
dividingthedataintoeightgroupsaccordingtothepre-existingthemes(thethemesofthe
framework).Datathatdidnotfalldirectlyunderanyoftheeightthemeswereputintoaseparate
categorycalled“otherresults”.Thisdatawasoutsidethescopeofthisresearch(medicalexperts’
concernsregardingdiabeteseducationandawareness),however,itwasdividedintoanumberof
topicsandithelpedindirectingfuturework(seesec.6.2)
Toensurethatthereportingoftheinterviewsfindingsisunbiasedandobjectivethefollowing
stepsweretaken:
Ø Theresearcherreportedtheoutcomeofeachpre-selectedthemewithoutdiscardinganydata.
Ø Theresearcherusedverbatimquotesrepresentingtheopinionsoftheexperts.Ø Duringtheinterviewtheresearcherensurednottoinfluencetheexpertsbymentioning
thebenefit,advantages(perceivedbytheresearcher)ordiscusstheresearcher’sopiniononthesubjecttoinfluencetheoutcome.
Ø Theresearchertookalistenerpositionandguidedthediscussiontouncovermoreinformationbasedontheknowledgeandexperienceoftheexperts.
Inthefollowingsectionthefindingsofthethematicanalysisoftheinterviewsarepresented.
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4.5.2 InterviewsFindings
Thedoctorsandeducatorsondiabetesprovidedvaluableinformationbasedontheirimmediate
experiencewithdiabeticsinSaudiArabia.Similarly,thepsychologistsandpsychiatristsprovided
insightintothepsychologicalissuesthatdiabeticsfaceinSaudiArabiathatcanaffecttheirself-
management.Asforgameexperts,theirinputwasspecificallyfocusedontheelementsderived
fromgamificationliterature.Theoverallfindingsoftheinterviewsprovidedthevalidationofthe
WheelofSukr.
HerethefindingsanddiscussionoftheinterviewsbasedonthethemesoftheWheelofSukris
presented.
Fun
Thefunaspectofgamificationoftheself-managementofchronicillnesseshasbeenestablishedin
theliteraturesincethePBLsystem,ifintegratedwiththeotherthemes,cancreateanexperience
thatisenjoyablefortheuserwhileperformingtheirimportantself-managementtasks.The
findingsoftheinterviewssupportthisaspectoftheframework.Theideaofcreatinganenjoyable
experiencefordiabeticpatientswasstronglywelcomedbyexperts.AsExpert#3said:
“Naturallypeopleliketoberewarded.Thus,ifthisisappliedtotheself-managementof
diabetesitwouldbeveryeffective.”
Whileitisdifficulttotesthoweffectivetheframeworkwillbeonceitisimplemented.Thisindeed
requiresanotherstudythataimstomeasuretheeffectiveness,whichisoutsidethescopeand
aimofthisstudy.However,theliteraturesuggeststhattherewardingaspectisoneofthe
essentialpartsofwhatmotivatespeople.Thismeansrewardsthatariseinthefunenvironment
(e.g.receivingpoints,badges,andhigherrankingoftheleaderboardintheself-managementapp)
itisanimportantpartoftheframework.
Moreover,Expert#3alsomentionedthatsuchafunenvironmentcouldhaveapositiveeffectin
thewaythattheuserperceivestheself-managementtasks.Astheystatethat:
“Itwillchangetheviewandtheexperienceofself-managementofdiabetesforthe
patient.”
Indeed,self-managementisveryseriousprocessandrequiresrepetitivetasksandthisnaturecan
bedauntingandboring.Thefunthemeshouldbeabletodealwithissuesandalsocouldhelpthe
self-esteemofusersasExpert#5said:
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“Positiverewardisenjoyableinwhicheverformitcomes.Thiswillhelppatients’self
esteem.”
Furthermore,Expert#8whoregularlyparticipatesineventsfordiabeticpatientssaid:
“Usinggames,competitions,andfuneventshaveshownapositiveeffectondiabetic
patients.”
Thissuggeststhatcreatingagame-likeexperiencethatentertainstheuserscanbearelevantpart
toimprovingtheself-managementprocess.
Socializing
Theabilitytosharethesameexperiencesandconcernswithotherindividualwithdiabetescan
offerthesocialandemotionalsupportthatanindividualwithdiabetesneeds.Itcreatesagood
environmentforgamificationwheretheexistenceofasocialcommunityaddstothevalueof
rewards,competitions,andmotivation.AsExpert#2pointedout:
“Intoday’sworld,theeffectsofsocialmediaonyoungandearlyadolescentsisverybig.
Infact,itcouldleaveastrongerimpactonthepatientthanthatofthedoctor.”
Duetothat,addingthesocialaspectinagamifiedappcanhaveawiderangeofimpactsonthe
experienceoftheuser.Thisimpactcanbeverypositiveifitallowstheuserstolearn,share,and
feelasapartofacommunity.Thisaccordswithwhathasbeenfoundintheliteratureonthe
importanceofcommunityindiabetesself-management.Additionally,beingpartofacommunity
canhelppatientsovercomethestigmasurroundingtheillnessesasconfirmedbythesame
expert.
Expert#1(endocrinologist)stressedthatthecommunityshouldbeexclusivetodiabeticusers.The
expertpointedoutthatincludingotherswhodonothavediabetesmightresultinthespreadof
wronginformationabouttheillnesses,andthatthepatientwillonlybenefitiftheusersofthe
communitysharedtheirunderstandingoftheillnessesandexperience.Additionally,the
communitywillbenefitfromuserswhoareeducatedabouttheirillnessintermsofmedication
andself-management.Theexpertmentionedhispersonalexperiencewithpatientswho
mismanagetheirillness.Inparticular,somepatients,accordingtothedoctor,failtotaketheir
medicineandmaintainthebloodglucosethatisrecommendedtothem,becausetheycanbe
easilyinfluencedbyfamilyorfriendswhodonothavediabetesandhavemisconceptionsaboutit.
Thus,thedoctorsuggestedthatthecommunityshouldbediabeticonly.
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Thedoctoralsohighlightedtheimportanceofcreatingadiabeticsocietywherediabeticscan
interactandbeactivemembers.However,andaccordingtothedoctor,somepatientsare
reluctanttoparticipateindiabeticeventsortalkabouttheirillnesspublicly.Thedoctorsaidthat
heandhiscolleagueshavetriedtocreatediabeticeventsondiabeticday,forexample,buta
limitednumberofpeoplewouldshowup.Thisgivestheimpressionthatanonlinecommunity
mightbeagoodoptionfortheSaudicommunity.Thisinformationwassupportedbyanother
expert(psychiatrist),whopointedoutthevalueofpeersupporttothepatient.Thepsychiatrist
saidthatpeersupportisimportanttoeveryonebutespeciallyimportanttothoselivingwith
chronicillnesses.Theexpertdiscussedtheeffectthatdiabetescanleaveonsomepatientsin
termsofbeingsociallyshyandhidingtheirillness(i.e.nottakingmedicationinfrontofpeopleor
ignoringtestingbloodglucosebeforeandaftermealsifpeoplearearound).Thus,theexpert
stressedthattheuseofonlinecommunityisimportantbecauseitgivepatientsthesupportthey
needwhilestillkeepingtheirprivacy.Theexpertsaid:
“Ibelievethattheeffectofpeersupportisimportantifitisprovidedtothepatientinan
onlineform.Ibelievethiswillfacilitateeaseofcommunicationespeciallytothosewho
areshyabouttalkingabouttheirillnessandprefertokeeptheirprivacy.Onlinetheycan
communicatewiththeirpeersknowingthattheysharethesameexperienceand
understandwhattheyaregoingthroughbuttheycanstillkeeptheirpersonal
informationprivatewhichiscomfortingtoalot”.
Therefore,thesocialandcommunityaspectoftheframeworkcanbeessentialinproviding
supportfordiabeticsandintyinginalltheotherthemesoftheframework.
Esteem
Oneoftheexpertsmentionedthatitisimportanttokeeptheusersontopoftheirprogressso
thattheycanhavebetterhandlingofself-care.Thiscanbeachievedbytheprogressbarfor
example.TherewardingaspectthathasbeendiscussedintheFunthemesection,alsoappliesfor
theesteemthemesinceLeaderboards(aspartofgamification)arebasedonrankingandusers
whoachievehigherrankscanfeelrewarded.Thiscouldenhancetheirself-esteemandtheirview
ontheirself-management.
Additionally,themedicalexpertsdiscussedthestigmaondiabetesinSaudiArabia.Themedical
expertstalkedabouttheeffectofsocietyandsometimesparentsandfamilyontheself-esteemof
theindividualwithdiabetes.Someparentsandfamilyofdiabeticindividualsenforcethisbybeing
overprotectiveoftheirdiabetickids.Someexpertsexpressedthatsomeoftheiryoungpatients
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haveoverprotectiveparentswhodonotallowthemtogooutwithfriendsoreatoutsidethe
houseandthusaffectingtheirself-esteem.Thisaffectstheirself-management,asExpert#8said:
“Howthepatientfeelsaboutdiabeteshasagreateffectontheirself-management.”
Anotherexpert(psychiatrist)saidthatadolescentsandyoungadultswithdiabetesmayhavelow
self-esteembecauseoftheillness,andmightrebelagainsttheirparentsandfamiliesbystopping
medication.Theexpertexplainedthatthishappensbecauseadolescentsandyoungadultsfeel
isolatedduetohavingdiabetes(andbecauseitisnaturalforteenagerstowanttobeindependent
andgetridofalltherestrictionsbuthavingthisillnessispartoftherestrictions).Theexpert
indicatedthatitisessentialtofocusontheelevatingtheself-esteemofindividualswithdiabetes
andmotivatingthemandthathiswillleadtobetterself-managementandadherenceto
medication.
Therefore,aself-managementappfordiabetesshouldtakeintoaccounttheself-esteemofthe
patient.Self-esteemcanbeaddressedingamificationbycompetitions,leaderboards,levels,and
progressbars.Creatingcompetitionsbetweenpeersandaddingleaderboards(community/
trackingprogresscomparedtoothers),levels(individual),andshowingprogressbars(individual)
inaself-managementtoolcouldbeessentialinboostingusers’self-esteem.Thismightfulfilthe
needforrecognitionandinstantpositivefeedbackwithinthehumannature.Thiscouldresultin
positivechangeinbehaviourregardingtheself-managementofdiabetes.
Self-Management
Accordingtosomeexperts,somediabeticsfeelstigmatizedandcouldbeshytodealwiththeir
conditionwhentheyareparticipatinginsocialactivities.Thisinturncouldpreventthemfrom
maintainingtheirdailyself-managementroutines,forexample,missingtakingbloodglucosetest
results.However,expertsarguedthatsomefamiliesplayanegativerole,whichprevents
individualswithdiabetesfromself-managingdiabetesproperly.ThiswassupportedbyExpert#3
whosaid:
“ThestigmaondiabetesinSaudiArabiaaffectstheabilityofsomepatientstoperform
thedailyself-managementactivitiesinpublicoraroundotherpeople.”
Thisshowsthattherearesomedifficultiesfacedbyindividualswithdiabetesintermsofdealing
withdiabetesself-managementtasksinpublic.Furthermore,expert#1expressedthatthemain
challengethathefacesistheeducationandawarenessofpatients.Partofwhathediscussedis
theimportanceofdailyself-managementathome.However,thedoctorsaidthatsomeofhis
patientsdonotrealisethevalueofthedailyself-managementandtheirroleinimprovingtheir
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health.Hesaid“somepatientsarenotkeentolearnaboutdiabetesandtheself-managementof
if”,andthattheymainlyrelyontheirdoctor.Thedoctoragreedthatsomepatientsneedmore
motivationtoself-managetheirillness.
Additionally,theexpertsaidthatinthecountryheworkedinbeforecomingtoSaudiArabia,
manypatientswouldcomewithalogbookoftheirdailytestandgraphsandpiechartsofthe
results.Anappthatshowsavisualizationofdailyloggedtestresults(e.g.graphs)notonlywould
benefitpatientsandhelptheminself-managing,butalsohelptheirdoctorsintreatingthemand
makinginformeddecisions.Thissupporttheneedofanelectronicself-managementlogbookin
Arabicthatnotonlyhelpuserskeeptheirdailytestsbutalsovisualizethedataingraphsandpie
chartsandshowtrends.Thiswillhelpempoweringthepatientandgivingthemautonomyover
theirownhealthandhelpthedoctorsmakeinformeddecisions.
Infact,theexpertmentionedthatmanyindividualswithdiabetesarenotawareofexistingself-
managementtoolsforexample.Thismightbebecauseoflanguagebarriersorbecausetheyhave
underestimationofthequalityofapps.Indeed,anappthatisplainandsimplemighthavelittle
chanceofattractingsuchindividualsasopposedtoagamifiedapp.
Therefore,agamifiedself-managementtoolshouldenableuserstoself-managewitheaseand
confidenceandwithoutembarrassmentordelay.Theframeworkthemescollectivelycould
achievethisbyraisingtheusers’awarenessoftheimportanceoftheself-management.For
example,showingthemgraphsorpiechartsoftheirtestresultscouldmotivatethemtokeepon
topoftheirhealth,nudgingthemintotakingthetestsoradheretotheirmedicine,andbe
encouragedbyotherindividualsfromtheircommunitywithintheapp.
Motivation
Themajorityofexpertsagreedthatmanydiabeticpatientslackmotivationintermsofself-
management.Thediabeticdoctorshighlightedthatthereisalackofmotivationinfollowingthe
rightproceduresforself-managementandcaringforoneselfamongsomepatients.BothExperts
#1and#3saidthatsomepatientsarenotmotivatedtolearnabouttheirillnessandlearnself-
managementskills.Thiscouldbealsorelevanttothe“growth”theme(discussedlater)inwhich
feedbackandprogressareessential.Expert#4expressedthatgameelementsandrewardscould
bethesolutiontothelackofmotivation,whichsupportsthe“fun”themediscussedearlier.
ThemedicalexpertsagreedthatitcouldbeverychallenginginSaudiArabiatomotivateindividual
withdiabetes,andafewofthemmentionedthattheyhavetriedtoorganizemotivationalgroup
eventsfortheirpatients.However,thereisusuallyverylittleattendanceandengagement.
Changingthisisverycrucial,andself-managementappswithgamificationthataredesignedto
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increasemotivationcouldhelpinthisregard.Indeed,Expert#2talkedabouttheimportanceof
motivation,theexpertsaid:
“Motivation,self-esteem,andacceptanceofcircumstancesareimportantfactorstofocusonin
ordertohaveabalancedviewofoneself”.
Furthermore,Expert#7said:
“intermsofmotivation,frommypersonalexperienceinresearchIthinkitisimportant
toprioritiesintrinsicmotivationoverextrinsicmotivation,becauseintrinsicmotivationis
themorelongerlasting…sogetthemtousethesystemwithextrinsicmotivationand
thenuseintrinsicmotivationtoletthemcontinueusingit.”
Therefore,agamifiedself-managementtoolshouldtakebothtypesofmotivationinto
consideration.Thisisthereasonwhymotivationisasignificantpartoftheframework.
Growth
TheexpertsagreedthatelementsoftheGrowththemesuchasFeedbackareessentialtotheself-
managementofdiabetes.Expertsassertedthatthefeedbackaspectofaself-managementappis
veryimportant.Thefeedbackcouldcomeinavisualformthatinformstheuserabouttheir
activitiesandthetaskstheyhaveundertaken,isanimportantaspectoftheapp.Moreover,as
mentionedinpreviouselements,thereisalackofmotivationinself-managementandalackof
consistency.Therefore,theGrowththemeisavitalpartoftheframework,andapplyingallthe
themescombinedmayhelpincreatingnewhabitsinself-managementofdiabetesandcreating
consistency.
Themedicalexpertstalkedaboutthedifficultytheyfacewithsomepatientsintermsofkeeping
upwiththeirself-managementroutinesandadherencetomedication,eventhoughthosesome
ofthosepatientshadbeendiagnosedwithdiabetesforayearormore.Thisindicatetousthat
theremightbeaproblemthatfacethosepatientsintermofcreatingthenewhabitsofself-
managingdiabetes.Thismightbeaddressedbythegrowththemeandspecificallythe“Baby
steps/tinyhabits”methodwhichcouldhelpinadoptingnewhabitsbybreakingthemintosmaller
tasksthatcanbecombinedwithdailyreunites.
Self-Representation
Somepatientscouldfeelthattheyarebeingblamedfornottakingcareoftheircondition;for
example,iftheirbloodglucosewashigherorlowerthannormal.However,ifthepatientswerein
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anenvironmentwheretheyareencouragedbyotherpeers,thenthiscouldhelpthemimprove
theirself-managingskills.Infact,Expert#2said:
“Peersandpeerrelationsareveryimportanttoyoungstersandadultsalikebut
especiallytothosewithspecialneedssuchaslivingwithdiabetes”.
Also,adolescentsmightbereluctanttotaketheirdoctors’instructionsresponsibly,possibly
becauseitcouldunderminetheirindependenceassuggestedbythesameexpert.Thisis
reinforcedbytheopinionofExpert#6:
“Iftheuserhasasenseofcontrolofwhattheyaredoing,theywillfeelthatthingsare
notimposedonthemandtheyaretheactors.”
Furthermore,oneexpertmentionedthatautonomyisveryimportantaspect,especiallyforyoung
adultswhousuallyseekindependence.Moreover,Expert#6indicatedthesenseofautonomy,and
thepurposeingamificationisimportantduetobeingincontrol,asopposedtohavingthings
imposedtheuser,andthismightincreaseengagement.Theexpertalsomentionedthattheuseof
anavatarcancreateidentificationtotheuserandkeeptheiranonymity.Additionally,whenasked
abouttheself-representationthemeanditsrelationtogamificationexpert#6said:
“itisextremelyimportantbecauseyouhavethesenseofconnectionwiththesystem”
Therefore,agamifiedself-managementappshouldprovideanenvironmentfordiabeticpatients
wheretheyfeelrepresentedandincontrol.Theenvironmentshouldallowthemtopursueand
achievetheirgoalsregardingself-managingdiabetes.
Sustainability
Sustainabilityisessentialtothesuccessofanygamificationapp.Maintainingthesamelevelof
engagementcanresultinthepositivechangeinbehaviourinself-managementofdiabetes.The
gameandgamificationexpertsagreedthattheuseoftriggersandnudgetheory,whicharethe
elementsofsustainabilitytheme,mightdirectusersintothedesiredbehaviourforself-
management.Oneexpert(gamificationexpert)suggestedthatnudgingtheusercouldhelpin
persuadingthemtocompletetasksofself-management.Theexpertalsosuggestedthatthe
storylineisanimportantaspectandcouldconnecttheotherthemestogether.Expert#6said:
“Thevisualpartisimportantbecauseyoucanhaveapleasurableexperiencewithan
interfacethatismorefamiliartoyouandithassomemeaning.”
Theexpertmentionedthat“theuserwilllearnthroughthesystemandwiththesystemsothey
don’tstayinthesamelevel”,whichiscapturedintheflowelementofthesustainabilitytheme.
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Moreover,theexpertdiscussedtherelationbetweentheSustainabilitythemeandtheGrowth
themehighlightingthatthelatterisrelatedtotheuser(intermsofprovidingtheuserwith
feedback,achievinggoals,andadoptingnewhabits),andtheformerisrelatedmoretothe
system(intermsofincreasingthedifficultyoftasks(flow),creatingtriggerstogettheuserto
performtasks,providingastorylineoratheme,andnudgingtheusertowantedbehaviour).
Furthermore,theexpertpointedoutthatNudgingtheusercanmaketheexperienceofusingthe
appeasierandquicker.Thus,byfacilitatingeaseofuseandprovidingtheuserwithinstant
feedbackitcanpersuadeandguidetheuserstoperformthetasksthattheyneedtodo.
Therefore,sustainabilitythemeisimportanttoaddresssomeoftheissuesrelatedtosustaining
theengagementanduserinterestintheapp.
OtherResults:
Duringtheinterviews,theexpertsdiscussedotherareasthatarenotnecessarilyrelatedtothe
themesortheaimoftheframework.However,theseareissuesthatconcernthemedicalexperts
regardingthediabeticcommunity.Theseadditionalcommentsareorganizedunderthreetags:
education,age,andnegativeconnotationaboutdiabetes.
Education:
Oneoftheendocrinologists,Expert#2,raisedtheissueofeducationwhilediscussingtheself-
managementofdiabetesandhisexperiencewithpatients.Theexpertstressedtheimportanceof
educationofdiabetesandhowtoself-manageit.Basedonhisexperience,thedoctorthinksthat
somepatientsarenotkeentolearnabouttheillnessandnotkeenonself-managingit.Thedoctor
saidthatsomepatientsdonotmeettheirdiabeticeducatorsanddiabeticnutritionist.Thedoctor
said:
“Theproblemthatfacesmeistheeducationofdiabeticpeopleaboutwhatisdiabetes
andhowtomanageit,andwhatarecomplicationsofit.UntilnowwhenIaskmy
diabeticpatientsabouttheirHbA1c(haemoglobinA1c)theydonotknowit.Theydonot
knowthevalueofitintheassessmentofdiabetes.Theydonotknowthevalueofself-
monitoringbloodglucoseathome.”
Thedoctoralsosaidthathespendsagreatdealoftimeteachingsomeofhispatientsabout
diabetesbecausetheydonotseetheirdiabeticeducators.Ashesaid:
“Someofthediabeticpatientsdonothavemotivationandnotkeentobeeducated.”
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Thedoctortalkedabouttheneedtoraiseawarenessnotonlywithdiabeticpeoplebutalsoabout
diabetestoenableotherstoavoiditbyhavingbetterdietanddoingsports.Expert#2saidthat
therearesomeeffortsinraisingawarenessandeducationregardingdiabetesthataretaking
placeinSaudiArabia.TheexpertexplainedthattheseprogrammesareArabicandaimtocreatea
channelbetweendiabeticsandexperts(endocrinologists,psychiatrists,andnutritionist)andthe
patientsandtheircarerstoenablethemtoaskquestionsandreceiveanswersfromtheexperts
usinganSMSservice.
Age:
Oneofthepsychiatrists,Expert#2,whohaveconductedstudiesontheeffectsofdiabetesonthe
psychologyandpersonalityofchildrenwithdiabetesinSaudiArabia,expressedthatitisessential
toconsideragewhendealingwithdiabeticpatients.Moreover,shesaidthatinordertohave
effectivecommunicationandpeer-supportbetweenusersitisimportantthattheyarefromthe
sameagerange.Theexpertalsoexpressedthattheuseofrewardsinthissensecouldbeeffective
onadolescentsandchildren.
Negativeconnotationaboutdiabetes:
Allthemedicalexpertsagreedonthepresenceofanegativeconnotationarounddiabetesinthe
community.Theexpertsmentionedthattheyfaceproblemswithsomeoftheirpatientswhodo
nottaketheirinsulinshotsiftheyareoutinpublicandaroundpeopleandendupmissingthe
medication.Otherssaidthatpatientsarereluctanttotesttheirbloodglucosebeforeandafter
mealsiftheyareoutinpublicandaroundpeople.Thisleadstothemnothavingadailyrecordof
theirbloodglucoseandalsonottakingtherightamountofinsulin.
Expert#3(diabeticeducator)viewedtheshynessfromtakingmedicationortestingbloodglucose
inpublic,andtheimageofdiabetesinsocietyasaproblemthatfacesdoctorsanddiabetic
educators.Theexpertsaidthatevenwhentheysetupgroupmeetingaboutself-management
mostofthepatientsrefusetoattenditbecausetheypreferonetoonemeetingtokeeptheir
privacy.Furthermore,theexpertexpressedherworriesthatsomepatientsmightnotwantto
communicateonlineaswell,becauseasshesaidsomeofthemdonotwanttotalkabouttheir
illness.
Overall
Ingeneral,thefindingsoftheinterviewsshowaconsensusfromboththemedicalexpertsandthe
game/gamificationexpertsontheimportanceoftheconceptsthatcomposetheframework.The
gamesandgamificationexpertswereshowntheframeworkandtheyindicatedthatthe
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frameworkiscomprehensiveandthegamemechanicsareintegratedwiththeotherelements.
Oneoftheexpertsaid:“ithasalltheprinciplesofgamification.Andthecommunityaspectisvery
good.Ithinkgamificationalwaysworkinacommunitybecauseyouareabletosharesomething
youachieved,orsomecomments,orsuggestionsorexperiencesandstories.Ifyouthinkabout
thestoryaspectandthenpeoplegetempathyfromwhattheyhavebeendoing,theyrelate
themselvestoothers,whichcreaterelatedness.SoIthinkithaseverythingintegrated.”
Finally,oneofthepsychiatrist(Expert#3),said,bytheendoftheinterview,thattheframeworkis
comprehensiveandisaverygoodstarttoincreasetheengagementandmotivationofdiabetic
patients.Theexpertsaidthatshebelievesthatitcouldimpactusersespeciallyadolescentand
childrenwithdiabetesmorethantheimpactofthemedicaldoctors.Shealsomentionedthatthis
canbegeneralizedtootherillnessesthatneedself-management.However,shesaidthatthe
frameworkneedstobeimplementedinanapplicationandstudiedwithasmallgroupofpeople
torevelanydeficitinitandmakemodificationsifneededbeforegeneralizingit.Futureworkis
discussedin(Sec.6.2).
Thefindingsoftheexpertinterviewsvalidatethethemesoftheframework,andthenextstageis
tocross-validatetheframeworkviathequantitativestudy.
4.6 Study2:TheQuestionnaire
Inthissection,thesecondpartofthevalidationoftheframeworkispresented.Thispartconsists
ofthequantitativestudyofthemixedmethodapproachchosenforvalidation.Theobjectiveof
thequestionnaireistomeasuretheacceptanceoftheindividualswithdiabetesbasedinSaudi
Arabiatowardtheconceptsoftheframework.Thesectionisdividedintothreeparts.First,the
questionnairedesignandsamplingarepresented.Then,thequestionnaireprocessisdiscussed.
Finally,thequestionnaireresultsarepresented.
4.6.1 QuestionnaireDesignandProcess
Theself-administeredquestionnaireisthesecondpartofthemethodologicaltriangulationstudy
tovalidatetheframeworkTheWheelofSukr(SeeSec.3.1).Combiningtwoormoremethodsin
theresearchcanenhancetheresultsbyprovidingbetterunderstandingoftheissuefrommultiple
sides(Creswel,2003).Also,methodologicaltriangulationisusedtominimizebiasinthestudy,
andincreasesthevalidityoftheresultsandensuresthatitisnot“amethodologicalartefact”
(Denzin,1978).
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Theaimofthequestionnaireistomeasuretheacceptanceoftheindividualswithdiabetesin
SaudiArabiatowardstheconceptsunderlyingtheframework.Thequestionnairewaschosento
collectdatathisdataasopposedtoothermethodssuchasinterviewsorfocusgroups.As
mentionedinSec.3.1.1.2questionnairesisverycommonchoiceforcollectingduetomany
reasonsincludingtheabilitytocollectlargenumberofdata,itcanbeanalysedobjectively
throughstatisticalmethods,“theabilitytocountfrequencyofoccurrenceofopinionsand
attitudes”,theanonymityfactorcaneliminateanybiasesthatcouldresultinafacetofacestudy
(SomekhandLwein,2005)(SeeSec.3.1.1.3).Furthermore,inthisstudyanonlinequestionnaire
wasthebestchoicetogetdatafromindividualswithdiabetesbasedinSaudiArabia.Thatis
becausehavingonetooneinterviewsorfocusgroupinterviewsisnotfeasibleinthiscasedueto
highstigmaandothergenderbasedculturalreasons.
Thereareseveralmethodstocollectresponsesfromparticipantsinaquestionnairee.g.yesorno,
multiplechoice,andLikertscale.Thelatterisacommonmethodtocollectparticipants’beliefs,
attitudes,andopinions.Inthisapproachparticipantschosebetweennumberofchoicesto
expresstheiragreement,disagreement,orneutralitytoastatement(i.e.thequestion).Onthe
otherhand,indichotomousquestions(i.e.yesorno)theparticipantsarelimitedtotwo
responses.Whilethismethodiseasytoscorefortheuser,itdoesnotprovidetheresearcherwith
enoughinformationtoanalyse.Furthermore,multiple-choicequestionsprovidetheparticipants
withanumberofoptionstochoosefrom.Thistypeofquestionsisgoodtoprovidethe
participantswithspecificanswerstochoosefrom,eachsetofanswersisspecifictothequestion.
Itiseasytoanswerandcouldbeusedtocollectdemographicalinformationontheparticipants.
AcombinationofmultiplechoicequestionsandLikertscalequestionsareusedinthisstudy.Afive
pointLikertscaleisusedinthisstudyasopposedtoa6pointLikertscale.Thisistoallowarange
ofanswersthatcoversarrangeofagreementandaneutralchoice.Also,toavoidaforcedanswer
thatcouldresultoftheuseofanevennumberLikertscale.Theresearcherwantstoleavethe
opportunitytoparticipanttoexpresstheiropinionina5pointLikeretscalethathasa“neutral”
optiontogethonestresponseswithoutpushingthemtoeithersides(agreeordisagree).For
example,somepeoplemightnotfinditimportanttothemtohaveanapplicationwithgood
designtologdata,butatthesametimetheywillnotobjecttoincludingthissotheywillbe
neutral.Havinga“neutral”pointcangivepeopleachancetothosewhodonothaveastrong
opinionabouttheissueathand.
Theself-administeredquestionnaireconsistsoftwoparts:multiple-choicequestionsandLikert-
scalequestions,whichhadfivechoices(stronglyagree,agree,neutral,disagree,andstrongly
disagree),eachweightedfrom5to1respectively.Moreover,aspacewasoffered(i.e.comment
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79
box)attheendofthequestionnairetoleaveanoptionalcomment.Themultiple-choicequestions
wereaskedinordertogatherinformationfromparticipantsaboutdemographicsandself-
managementhabits.Thepartofthequestionnaireiswheretheinclusionandexclusioncriteria
arespecified.
Thesecondpartofthequestionnaireconsistedof5pointLikertscalethatwasusedtomeasure
theattitudeoftheparticipantstowardtheunderlyingconceptsoftheframeworkthemes.Each
questionhastocaptureanunderlyingconceptintheframeworkandgathertheopinion,attitudes
ofthepatientstowardsit.Thequestionshadtofollowstandardssuchasavoidtheuseofjargon,
itshouldbeeasyandstraightforward,shortaspossible,andnotambiguous(ChoiandPak,2005;
Rowley,2014).
Furthermore,sincethequestionsareaboutthethemesoftheframework,whicharesynthesised
fromliterature,thenthisstudyisadeductiveresearch.Inparticular,thequestionsareinformed
bypreviousresearchintermsofthetypeofthingstobeasked(Rowley,2014).Forexample,the
questionsonthesocializingthemeareinformedbytheliteratureonthepositiveeffectsofweb
2.0andsocialmediaonindividualswithdiabetes(Steinhardtetal.,2009;ShawandJohnson,
2011;HaltiwangerandBrutus,2012;Nacke,KlauserandPrescod,2015),andthefunand
motivationthemesquestionsareinformedbytheliteratureongamificationandusercomments
onexistinggamifiedself-managementapps(e.g.mySugr)(LinandZhu,2012;BunchballInc,2013;
Kingetal.,2013;Rose,KonigandWiesbauer,2013;HamariandKoivisto,2015).
Inparticular,thequestionsweredesignedtocapturetheoverallideaoftheframeworkandits
themesinsteadoffocusingonthetechnicalconceptsoftheelements.Thisisbecause
gamificationmaynotbeafamiliartopictomostparticipants.Toclarify,assumethatthe
researcherwantedtovalidatethebadgeselementoftheFunthemeusingthefollowing
statement:Gettingbadgesonmydiabeticentriesisgoingtomakemeconsistentindoingso.
Sincegamificationisanewconceptandnotmanyapplicationsareusingit,normanyarticles(at
thetimeofthestudy)werewrittenaboutitinArabic,chancesarethattheparticipantwillnot
understandthemeaningofthequestion.Thisisespeciallybecausethestatementisoutof
contextandtherearenoexamplesorpreviousexperiencewithgamificationthattheusercan
buildtheiranswerupon.However,theresearcherchosetopresentthestatementsinawaythat
nomatterwhatknowledgeorexperienceanindividualhadongamificationoranyotherconcept
oftheWheelofSukrhe/shecouldgiveanhonestanswer.So,insteadofusingthewordbadges
theideaofrewardwasused.
Afterdesigningthequestionnaire,itwaspilotedwiththreeresearchersintheareaofgamesand
gamification(withexpertiseinwritingquestionnaires)andsomeofthequestionsweremodified
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afterthat.Thefeedbackfromthemhelpedinsomeofthetechnicaljargonthatwasfoundandto
improvethequestions.Furthermore,thequestionswereplacedrandomlyinthequestionnaire,
andafewquestionswererepeatedindifferentplacestoensurevalidityoftheanswers.Then,the
questionnairewastranslatedintoArabiclanguagebecauseitistargetingindividualswithdiabetes
inSaudiArabia.However,toverifytheaccuracyofthequestionnaireitwasbacktranslatedby
academicswithprofessionaltranslationskills.Moreover,agoodpracticeindesigning
questionnairesistovalidateitwithsampleusers,beforedistributingittotheintendedaudience
(Rogers,SharpandPreece,2011).Thus,theArabicversionofthequestionnairewaspilotedwith
twoindividualswithdiabetesbeforedistributingittothetargetedaudience,andchangeswere
madeaccordingtotheirfeedback.Finally,Cronbach’salphawasappliedtochecktheinternal
consistencyofthequestionnaire(BlandandAltman,1997).Thetestwasappliedtothe
questionnaire,andtheresultwas0.91,whichindicatesaninternalconsistencyofthe
questionnaire.
ThetargetaudienceofthequestionnaireisdiabeticsinSaudiArabia,wherediabetesiswide
spread(3.4millionin2015)andhasahighprevalence(SaudiArabia|InternationalDiabetes
Federation,2015;Choetal.,2015).SaudiArabiaisoneofthetop10countriesfornumberof
childrenwithtype1diabetes—ithas16,200children15yearsoldandyoungerin2015,whichisa
quarteroftheregion’stotalof60,700patients(Choetal.,2015).Theself-administered
questionnairewasdistributedtoasampleofdiabeticpatientsinSaudiArabiathroughsocial
media(TwitterandFacebook).
Table4-6showstheLikertscalepartofthequestionnaire.Eachquestionislinkedtoatheme.The
themesareshownasfollows:Fun(F),Socialising(So),Esteem(E),Self-management(S-M),
Motivation(M),Growth(G),Self-representation(S-R),andSustainability(Su).
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Table4-6Thequestionnaire
Q Question/s
F 1 ItisimportantformewhenIuseanAppfordiabetesthatitisnotboringinits
designandusage.
2 Iprefersocialnetworksaretheonescontainingentertainment(and
encouragements)features.
3 Ifeelsatisfiedwhenmyworkinself-managingmydiabetesisappreciated.
4 IwillworkrelentlesslytoalwayskeeparecordofmytestresultsifIhavethe
opportunitytopositivelycompetewithotherdiabeticpatients.
5 Theavailabilityofdifferenttypesofmotivatorsinthediabeticsocialnetworkswill
encouragemetopromptlyrecordmytests.
S 6 Iliketosharemypositiveresultswithothers
7 Iprefertointeractwithdiabeticpatientsthroughtheinternetbutnotinreallife.
8 Iwouldliketomakefriendshipswithdiabeticpatients.
9 Communicatingwithdiabeticfriendsishelpingmecopewithdiabetes.
10 Socialnetworksishelpingmecopewithdiabetes.
11 Beingpartofadiabetic-orientedsocialnetworkwillhelpmetolivepositivelywith
diabetes.
12 ThesocialsupportthatIreceivefromtheInternetisimportanttome.
13 Itisdifficultformynon-diabeticfriendstounderstandandappreciatemysituation.
14 Iwouldliketoparticipateinasocialnetworkthatenablesmetocommunicatewith
diabeticpatients.
E 15 Iwillbemoreencouragedtoself-managemydiabetesifIseeotherpatients'
records\progress.
16 Iwouldliketosharemydiabetestestswithotherdiabeticfriends,especiallythe
positiveresults.
17 IwillbemotivatedtosupportothersifIparticipateinasocialnetworkfordiabetes.
S- 18 Ionlyrecordmyteststoshowthemtomydoctor
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M 19 Aself-managementsystemfordiabetesisbeneficialifitprovidesfeedbacktothe
usersbasedontheirdailyentries.
M 20 Ilackself-motivationtokeeparecordandfollowupmysituationinadailybasis.
21 Iamwellawareoftheimportanceofmyroleinmanagingmydiabetes.
22 Iwouldliketoself-managemyconditionasbestaspossiblealongwithkeepingmy
routinelymeetingswiththedoctor.
G 23 IwouldliketoreceivenotificationseverytimeIrecordmytestresults,andforthem
tobecomparedtomyprevioustests.
24 Iwouldliketobenotifiedwithmyglucoselevelfluctuatesabnormally.
25 Myunderstandingofhowtoself-managemysituationmakesmefeelsecureand
content.
26 Itisimportanttometocontrolmyhealththroughimprovingmyself-management
skills.
27 WhenIuseanewApp,itisimportantformethatithelpsmeachievemygoalsthat
arerelatedtomysituation.(E.g.achievingacertainlevelofglucose,orburninga
certainnumberofcalories.)
S-R 28 IwouldlikemyvirtualaccountontheInternet(profile,photo,etc.)toreflectmy
personality.
29 IdonotuseArabicAppsfordiabetes(mobileorcomputer)becauseoftheirbad
designandquality.
30 DiabetesisnegativelylookedatinSaudiArabia
Su 31 WhenusingadiabetesmanagementApp,itisimportantthatitisregularly
updated.
32 Ineedtobeencouragedinordertokeeprecordingmytestonadailybasis.
33 Ifeelboredwhenusinganappforseveraltimes.
34 IenjoybeingchallengedatalevelthatsuitsmewhenIplayinmymobileor
computer.
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4.6.1.1 QuestionnaireSample
Inquantitativemethods,statisticalvalidityissought.Thus,thesizeofthesamplemustbe
determinedpriortodistributingthequestionnaire.Asampleischosenfromalarger
measurementthatisapopulation(Mendenhall,BeaverandBeaver,2012).Inthiscase,the
populationistheallthediabeticpeopleinSaudiArabia.However,itisnotpossibletostudyallthe
population,soasampleischosenasarepresentativeofthepopulation.Thisdescribesthe
behaviourofthepopulationonthebasisoftheinformationobtainedfromtherepresentative
samplefromthatpopulation.
Furthermore,samplescanbeselectedbytwomethods,eitherprobability(simplerandom,
systematicrandom,stratified,multi-stagecluster)ornon-probability(Convenience,Snowball,
Quota,Theoretical)(Bernard,2006).Inthisstudy,thesnowballmethodwasusedtoselectthe
sampleforthepatients’questionnaire.
Priortothedistributionofthequestionnaire,thesamplesizewasestimatedbypoweranalysis
usingtheprogramG*power[Table4-7].Followingtheconvention,settingα=.05,β=0.2,andthe
effectsizedischosentobelarge(setto0.8)toensurethatthemeansofthedatasignificantly
deviatefromthemeanoftheweights(Cohen,1988).Basedonthis,theminimumsamplesizeis
15.
However,afterdistributingthequestionnaire,42individualscompletedit,whichislargerthanthe
minimumsamplesizecalculatedbypoweranalysis.Additionally,thisnumbersuggestthatwecan
uset-testsonthissamplebecauseaccordingtothecentrallimittheoremthetdistributionofa
samplelargerthan30isclosetoanormaldistributionregardlessofthedistributionofthedata.
Table4-7G*PowerValues
Effectsized 0.8(large)
αtype1error 0.05
Power(1-β) 0.8
MinimumSampleSize 15
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4.6.1.2 QuestionnaireProcess
ThedatawascollectedviatheonlinetoolSurveyMonkey31.Thequestionnairewasdistributed
usingsocialmediaoutlets(i.e.TwitterandFacebook).Anumberofsocialmediagroupsfor
diabetespatientswereidentifiedandwereaskedtosharethequestionnaire.Aninclusionand
exclusionmethodwasusedintermsofdemographicalquestionswheretheparticipantshadtobe
diabetics,ranginginagebetween18and40.
Followingtheethicalrequirements,thefirstpageofthequestionnairepresentsaparticipant’s
informationsheet.Thisincludestheaimofthequestionnaireandthetargetaudience(i.e.
individualswithdiabetes).Moreover,itwasdeclaredthattheparticipantswouldbeanonymous
andthatnopersonaldatawouldbecollected.Inaddition,itwasmentionedthattheir
participationwasvoluntaryandthattheycouldwithdrawatanytimewithoutconsequences.
Thosewhochoosetoparticipateinthestudywerepresentedwiththefirstpartofthe
questionnaire,whichincludedthesixgeneralanddemographicalquestions[Table4-8].After
answeringthesequestions,theparticipantswerepresentedwiththesecondpartofthe
questionnairewhichcontainsthirty-fourquestionsonthethemesofTheWheelofSukr.
Thequestionnairewasdesignedinawaythatreflectstheideasofthethemeswithoutusing
jargonorconfusingtheuser.Itwasnotassumedthatuserswerefamiliarwithgamificationor
gamesusedfortheself-managementofdiabetes,astherearenogamificationappsforthisinthe
SaudiArabia.
4.6.1.3 DataAnalysis
Demographicdata:
Thedatafromeachquestionfromthefirstpartofthequestionnairewassubjectedtoa
descriptiveanalysiswherebythefrequenciesofresponseswereobtained.Frequenciesarethe
numberoftimesacertainanswerhasappeared.Thisgivesinsightintopossibleclusteringforone
ofthevariables.Forexample,itcouldshowthatthemajorityarearoundacertainageorofa
certaingenderandsoforth.Twocommonwaystoshowfrequenciesarepiechartsand
histograms.
Likertscaledata:
31https://www.surveymonkey.co.uk/
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ALikertscalecanbeanalysedbydifferentstatisticaltests.Thegoalofthesetestsistocheckthe
differenceofastatisticalquantityofasample(suchasthemeanormedian)againstaconstant
mean.Performingallofthesestatisticaltestscanbecarriedoutthroughanumberofwell-known
programssuchasSPSS,whichisuser-friendlyasithasagraphicalinterfaceandthestatistical
analysisisreadilyavailablethroughanumberoffunctions.
T-testsarethemostcommontestusedforLikertscaleanalysissincethestandarddeviationofthe
populationisusuallyunknown.Inordertoapplythet-testitisusuallyimportanttocheckthe
followingassumptions.First,thedatashouldberandomlyselected.Second,thedatashouldcome
fromapopulationthatisnormallydistributed.However,itisknownthatthet-testisnotsubject
tosignificantchangeswhenthesecondassumptionisviolated,especiallyifthesizeofthesample
islargeenough(Mendenhall,BeaverandBeaver,2006).
Thus,toanalysethedataoftheLikertscaleinthisstudyaone-samplet-test(2tailed)is
performed.Thet-testcanbeusedonthissamplefollowingthecentrallimittheoremrule(as
discussedinSec.0).Theaimofthetestistocheckwhetherthemeanoftheanswersforeach
iteminthequestionnairediffersfrom3withstatisticalsignificance.
Thefollowinghypotheseswereusedforeachquestion:
H0(nullhypothesis):mean=3
H1(alternativehypothesis):mean≠3
Torejectthenullhypothesis,thePvaluemustbeP<α(type1error).Sincethequestionnaire
contains34questions,theBonferronicorrectionwasused(BlandandAltman,1995).Specifically,
αiscorrectedtobe.05/34=.0014705.Hence,thePvalueforeachquestionshouldbelessor
equaltothenewcorrectedvalueforthenullhypothesistoberejected.However,itisworth
mentioningthattheBonferronicorrectioncanbetooconservative.
4.6.2 QuestionnaireResults
Inthissection,theresultsfromtheanalysisofthequestionnairearepresentedanddiscussed.The
sectionisdividedintotwopartsbasedonthequestionnaire.Thefirstpartdiscussesthe
demographicalandmultiple-choicegeneralquestionsinthequestionnaire,andthesecondpart
discussestheresultsofthefrequencytestandstatisticalanalysisoftheLikertscalequestions.
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4.6.2.1 PartoneoftheQuestionnaire
Table4-8showstheresultsofPart1ofthequestionnaire,whichcontainedmultiple-choice
questionsondemographicalquestionsandhabitsrelatedtotheirself-management.
Figure4-5ParticipantsAgeGroup
45.24%oftheparticipantswerediagnosedwithdiabetes9+yearsago.Theparticipantswere
fromdifferentagegroups[Figure4-5].45%ofparticipantssearchfordiabetesontheInternetin
bothEnglishandArabic,while33%searchonlyinArabicand16%donotusetheInternettoget
informationondiabetes.Also,mostoftheparticipantshavediabeticfriends(71%).Furthermore,
59.52%ofparticipantsdonotrecordtheirbloodglucoseonadailybasis.Whentheydokeepa
record,66.67%usemanuallogbookstorecordtheirdata(penandpaper).
4.6.2.2 ParttwooftheQuestionnaire
Table4-9showstheresultsofthesecondpartofthequestionnaire,whichcontainedLikert-scale
questionsonthethemesoftheframework.Eachthemewasassociatedwithanumberof
questionstomeasuretheattitudetowardsthethemeasshowninthetable.
Thefuntheme,forexample,hasfivequestionsrelatedtoit.ThefrequenciesforeachLikert-scale
item(e.g.stronglyagree)wereaveraged.ThisresultisshowninthefirstcolumninTable3
(39.05%).Inaddition,thesumofthe“stronglyagree”and“agree”answersisshowninthe“fun”
row(75.71%).Similarly,thesumofthe“disagree”and“stronglydisagree”isshown.Thesame
procedurewasdoneforallthequestions.
Table4-10showsthemeanandPvalueofthequestionsasked.
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Table4-8DatafromPart1oftheQuestionnaire
Question/answerchoice Responses
Agegroup
18-20yearsold 21.43%
21-25yearsold 30.95%
26-30yearsold 11.90%
31-35yearsold 14.29%
36-40yearsold 21.43%
Gender
Female 76.19%
Male 23.81%
Whenwhereyoudiagnosedwithdiabetes?
0-1years 14.29%
2-4years 26.19%
5-8years 14.29%
9+years 45.24%
Doyouhavefriendswithdiabetes?
Yes 71.43%
No 28.57%
Doyoukeepalogofallyourdailytestresults?
Yes 40.48%
No 59.52%
Howdoyoulogyourdailytestresults?
Manually(usingapenandpaper) 66.67%
Electronically(usingmobileapps,orcomputersystems,etc) 33.33%
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Table4-9FrequencyTable
Strongly
AgreeAgree Neutral Disagree
Strongly
Disagree
Fun
39.05% 36.67%
19.52%
3.81% 0.95% 100.00%
75.71% 4.76%
Social
33.86% 34.13%
18.78%
11.64% 1.59% 100.00%
67.99% 13.23%
Esteem
34.92% 44.44%
11.11%
8.73% 0.79% 100.00%
79.37% 9.52%
Self-
management
23.81% 48.81%
13.10%
11.90% 2.38% 100.00%
72.62% 14.29%
Motivation
38.89% 38.10%
11.90%
8.73% 2.38% 100.00%
76.98% 11.11%
Growth
43.33% 44.76%
8.57%
2.86% 0.48% 100.00%
88.10% 3.33%
Self-
representation
19.05% 23.81%
36.51%
19.05% 1.59% 100.00%
42.86% 20.63%
Sustainability
27.38% 41.07%
20.83%
10.71% 0.00% 100.00%
68.45% 10.71%
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Table4-10TheStatisticalAnalysisoftheQuestionnaire(SPSS)
QuestionNumber Mean P-Value(2-tailed)
1 4.33 <0.001
2 3.95 <0.001
3 4.50 <0.001
4 3.76 <0.001
5 3.90 <0.001
6 3.76 <0.001
7 3.07 .667
8 4.12 <0.001
9 4.14 <0.001
10 4.02 <0.001
11 4.05 <0.001
12 4.10 <0.001
13 3.40 .058
14 4.17 <0.001
15 3.95 <0.001
16 3.79 <0.001
17 4.38 <0.001
18 3.40 .030
19 4.19 <0.001
20 3.24 .215
21 4.55 <0.001
22 4.29 <0.001
23 3.76 <0.001
24 4.48 <0.001
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25 4.43 <0.001
26 4.40 <0.001
27 4.31 <0.001
28 3.71 <0.001
29 3.14 .279
30 3.33 .070
31 4.24 <0.001
32 4.07 <0.001
33 3.17 .255
34 3.93 <0.001
TheFunTheme
Overall,whenweaveragethefrequenciesoftheanswerstoeachLikertitemwefindthat32/42
(76%)respondedbystronglyagreeoragree,8/42(19%)wereneutral,and2/42(5%)strongly
disagreedordisagreed.Thissuggeststhatthemajorityoftheparticipantssupporttheimportance
ofthefuntheme.Sinceithelpsthemovercomeanyboredomfromtherepetitivetasksand
provideentertainmentandencouragement.Italsogivesthemtheopportunitytobeappreciated
fortheireffortsinself-management,andtheopportunitytopositivelycompetewithoneanother.
Morespecifically,itisworthmentioningthatwhenindividualswithdiabeteswereasked:
Q1:itisimportantformewhenIuseanappfordiabetesthatitisnotboringinitsdesign
andusage.
Q2:Iprefersocialnetworksaretheonescontainingentertainmentfeatures.
47.62%oftheparticipantsstronglyagreedwiththestatementofQ1,themeanoftheanswersto
thisquestionis4.33(P<<0.001).Inaddition,whenaskedaboutusingentertainmentfeaturesina
socialcontext,participantsagreedtothisstatement(Q2)asindicatedbyameanof3.95(P<<
0.001).Thissuggeststhatanentertainingandenjoyableexperienceinusingaself-management
appcanbeofinteresttotheusers.
Moreover,whentheparticipantswereasked:
Q3:Ifeelsatisfiedwhenmyworkinself-managingmydiabetesisappreciated
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59.52%ofthemstronglyagreedwiththisstatement,andthemeanoftheanswersofthis
questionwas4.50(P<<0.001)suggestingthattheuseofarewardsystemtoencouragethemand
acknowledgetheirself-managementeffortsisimportantandcouldhaveapositiveeffecton
them.
TheSocialisingTheme
Followingthesameprocedureasdescribedinthefuntheme,28/42(68%)oftheparticipants
answeredwithstronglyagreeoragree,8/42(19%)wereneutral,and5/42(13%)supported
stronglydisagreeordisagree.Thissuggeststhatdiabeticslikesharingtheirpositiveresultswith
oneanother,andestablishingnewfriendshipswiththeirpeers.Thiscouldhelpthemcopeand
livepositivelywiththeircondition.
Particularly,whenparticipantswereasked:
Q6:Iliketosharemypositiveresultswithothers
Q8:Iwouldliketomakefriendshipswithdiabeticpatients.
Q9:communicatingwithdiabeticfriendswillhelpmecopewithdiabetes
ThemeanoftheanswersofQ6was3.79withP<<0.001,andthemeanoftheanswersofQ8was
4.12withP<<0.001,thiscouldindicatethatthesocialaspectespeciallymakingconnectionswith
otherindividualswithdiabetesandsharingwiththempositiveresultswouldbeappreciatedby
theuser.ThiscanalsohelpindividualswithdiabetescopewiththeirillnessesassupportedbyQ9
(mean=4.14,P<<0.001).
TheEsteemTheme
TheresultsoftheaveragedfrequenciesoftheanswerstotheLikertscaleareasfollows:33/42
(79%)stronglyagreeoragree,5/42(11%)neutral,and4/42(9%)stronglydisagreeordisagree.
Clearly,themajorityoftheparticipantssupportedthistheme.Itisworthrecallingthattheesteem
themeincludesprogressbars,leaderboards,andreputation.So,byenablingthepatientstosee
eachother’sscoresandprogresstheywillbeencouragedtoself-manage.Moreimportantly,the
patientswillhavethechancetosupportandencourageeachother.
Specifically,whenaskedabout:
Q15:Iwillbemoreencouragedtoself-managemydiabetesifIseeotherpatients’
record/progress.
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ThemeanoftheanswersforQ15was3.95withP<<0.001.Thisindicatesthattheuseof
leaderboardsandprogressbarcanbeeffectiveinmotivatinguserstoself-manage,whichisalso
relatedtootherthemessuchassocialisingandfunthemes.
TheSelf-ManagementTheme
Participantswhostronglyagreedoragreedwere31/42(73%),5/42(13%)wereneutral,and6/42
(14%)stronglydisagreedordisagreed.Inparticular,themajorityofparticipantsseethatthata
self-managementsystemshouldprovideinformation,tips,andnotification.Moreover,when
participantswereaskedabout:
Q18:Ionlyrecordmyteststoshowthemtomydoctor
24/42(57%)agreedorstronglyagreedwiththisstatement,withthemean=3.40andP=0.03.
Thiscouldsignifyaneedfordevelopingbetterself-managementhabits.
TheMotivationTheme
Theoverallresultsofparticipantswhostronglyagreedoragreedwere32/42(76%),5/42(12%)
wereneutral,and5/42(12%)stronglydisagreedordisagreed.Theparticipantssupportedthe
relevanceofthemotivationtheme.Theresultindicatesthattheparticipantsrecognizetheirrole
inmanagingtheircondition,andtheyarekeentokeeptheirillnessincontrol.
Morespecifically,whenparticipantswereasked:
Q22:Iwouldliketoself-managemyconditionasbestaspossiblealongwithkeepingmy
routinelymeetingwiththedoctor.
Themeanoftheanswersis4.29withP<<0.001,whichsuggestthatparticipantsarewantsto
bettertheirself-managementskillsandbyusingexternalmotivatorsandenhancingtheirinternal
motivationtheycanachievethis.
TheGrowthTheme
37/42(88%)oftheparticipantsansweredagreeorstronglyagree,while1/42(3%)answered
disagreeorstronglydisagree.Thisthemereceivedmuchsupportfromtheparticipants.Recallthat
thegrowththemecombinesfeedback,achievinggoalsandtinyhabits.Theparticipantsagreed
thatreceivingfeedbackregardinginputs(glucoselevels,foodintake,etc)isimportantsincethis
enablesthemtoself-managetheircondition.
Particularly,whenparticipantswereasked,
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93
Q25:myunderstandingofhowtoself-managemysituationmakesmefeelsecureand
content.
Q26:Itisimportanttometocontrolmyhealththroughimprovingmyself-management
skills.
BothQ25andQ26hadmeansofanswers4.43and4.40,andPvalues<<0.001,respectively.This
indicatesuserscouldbenefitfromtheuseofself-managementappsthathelpthemingrowingin
termsoftheirself-managementskills.Theuseofotherelementssuchvisualisationofdatafrom
theself-managementthemecouldhelpthemindoingso.
TheSelf-RepresentationTheme
Participantswhoagreedandstronglyagreedwere18/42(43%),15/42(36%)wereneutral,and
9/42(21%)disagreedorstronglydisagreed.Ifweconsiderquestion27(Itisimportanttometo
keepaneyeonmyhealththoughimprovingmyself-managementskills)only,then23/42(55%)
agreeorstronglyagree,while6/42(14%)disagree.Thisindicatesthatonlineself-representation
isimportanttoasignificantnumberoftheparticipants,whichsuggeststhattheself-
representationthemeisindeedrelevant.
Whentheparticipantswereasked:
Q28:Iwouldlikemyvirtualaccountontheinternet(profile,photo,etc.)toreflectmy
personality.
Themeanoftheanswersis3.71withp<<0.001,whichindicatethesignificanceof
personalisationoftheuserexperienceinusingtheapp.
TheSustainabilityTheme
Theresultsshowedthat28/42(68%)agreedorstronglyagreed,9/42(21%)wereneutral,and
5/42(11%)disagreedorstronglydisagreed.Aconsiderablylargenumberofparticipantsagreed
thatself-managementappsshouldberegularlyupdated.Theseupdatesshouldkeepthem
encouragedtokeepusingtheapp,forinstance,byaddingmorelevelsorchallengesthatkeepthe
patientsmotivatedtousetheapp,andthereforecontinueself-managingtheirconditionina
sustainablemanner.Also,theresultsshowthatpeopleneedtobetriggeredandmotivatedinto
usinganelectroniclogbookonadailybasis.
Inparticular,whenasked:
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Q31:whenusingadiabetesmanagementapp,itisimportantthatitisregularly
updated.
Q34:IenjoybeingchallengedatalevelthatsuitsmewhenIplayinmymobileor
computer.
ThemeanoftheanswersforQ31is4.07(P<<0.001),andthemeanofanswersforQ34is3.93
(P<<0.001).Thissuggestthattheusersfindtoolsthatarenotupdatedregularlyareuseless.
Moreover,thattheflowtheoryisanimportantaspectofthecontinuityofanactivity.Insuch,
whenthelevelofdifficultyofagameisalignedtothelevelofexperiencetheuserisgaining.Thus,
iftheexperienceisstatictheuserwillgetbored,aswellaswhenthelevelofdifficultydoesnot
increasewiththeuser’sabilities.
FurtherAnalysis:
Intheprevioussectionwediscussedthestatisticalanalysisofthequestionnaireintermsofthe
themes.Inthissectionweanalysethequestionsintermsofcontextandhighlightany
relationshipsorcontradictions.Itisworthmentioningthattherelationshipbetweenthe
demographicalinformationandtheanswerswerecheckedandnostatisticalsignificancewas
foundforalmostallofthequestions.Thedatawascheckedusinga2-tailed,2samplet-testto
checkifthemeanstoeachanswerdifferbasedonthedemographicaldata.However,questions
22,20,18,30,29,13,33and34havesomeinterestingobservationswhicharediscussedinthis
section.
§ TherelationshipbetweentheanswersofQ22andQ20:
Q22:Iwouldliketoself-managemyconditionasbestaspossiblealongwithkeepingmy
routinelymeetingwiththedoctor.
Q20:Ilackself-motivationtokeeparecordandfollowupmysituationinadailybasis.
AsdiscussedintheMotivationthemeQ22suggeststhatparticipantswanttobetterself-
managementskills.However,nosignificancewasfoundinQ20wherewehadtokeepthenull
hypothesis.Uponfurtheranalysisofthisquestionandthedemographics,itcanbeseenthat5out
of17ofthosewhorecordtheirtestresultsdailyansweredwithstronglyagreeoragreetoQ20,
while3wereneutraltoQ20.Thisshowsthateventhoughtheyrecorddailytheyfeellikethey
needmoremotivation.Also,morethanhalf(15outof25)ofthosewhodonotrecordtheirtest
resultsdailyansweredwithagreeorstronglyagreetoQ20,while5wereneutralandtheother5
disagreed.Intotalthenumberofthosewhodisagreedorstronglydisagreed(toQ20)was14out
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of42participants,whichislessthanthenumberofthosewhoagreedorstronglyagreedthatthey
lackmotivation(intotal20outof42).Therefore,thedataseemstobeconsistent.
Thedemographicaldataalsoshowedthat11outof28ofthosewhorecordtheirtestresults
manuallydisagreedwithQ20,while5wereneutral,and12agreedorstronglyagreedtolacking
motivation.Ontheotherhand,only3outofthe14whologtheirdataelectronicallydisagreedor
stronglydisagreedtolackingmotivation,3wereneutral,and8outofthe14(morethanhalf)
agreedorstronglyagreed.Clearly,motivationisanissuetoasignificantportionofthe
participants,andthismightbeaddressedbytheWheelofSukranditthemes.
§ TherelationshipbetweentheanswersofQ18andQ20:
Q18:Ionlyrecordmyteststoshowthemtomydoctor
Q20:Ilackself-motivationtokeeparecordandfollowupmysituationinadailybasis.
23outof42participantsansweredagreeorstronglyagreetobothquestions,disagreeorstrongly
disagree,oransweredneutraltobothquestions.Ontheotherhand,8participantsanswered
neutraltooneofthequestionswhileansweringagreeordisagreetotheotherquestions.Finally,
9outof42showedagreementordisagreementtooneofthequestionswhilegivinganopposite
answertotheotherquestion.Specifically,5outof42agreedtoQ18butdisagreedtoQ20.2of
those5donotrecordtheirdataonadailybasiswhiletheother3recordtheirdatadaily.
Moreover,4outof42disagreedtoQ18butagreedtoQ20andallofthemdonotrecordtheir
datadaily.
§ AdetailedanalysisoftheanswersofQ30andthedemographicalquestions:
Q30:DiabetesisnegativelylookedatinSaudiArabia
AsshowninTable4-10,Q30didnothavestatisticalsignificanceandwehadtokeepthenull
hypothesis.However,whenanalysingthisquestionsfurtherwithregardstothedemographical
questionsafewinterestingpointsarise:
• Therewasanagedifferenceintermsofagreementtotheexistingofstigma.12outof22oftheparticipants25yearsoldoryoungeragreedtotheexistenceofstigma,6outof22wereneutral,and4outof22disagreed.Ontheotherhand,participantsolderthan25,9out20participantssaidtheydisagreewithQ30,8agreedorstronglyagreed,and3wereneutral.
• Intermsofyearsofillness(0-4,6outof11disagreedorstronglydisagreed,while8outof11saidtheystronglyagreeoragree)and(5-9+,7outof19saidtheydisagreeorstronglydisagree,while12outof19saidtheyagreeorstronglyagree)
• Usingmanualorelectronictoolstorecordtestshasnocorrelationwiththeanswersregardingstigma.Fromthosewhorecorddataelectronically,9outof28saidtheydisagreewhile5outof28wereneutral,and14outof28agreedorstronglyagreed.From
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thosewhorecordmanually,4outof14disagreed,4outof14wereneutral,and6outof14agreedorstronglyagreed.
§ AdetailedanalysisoftheanswersofQ29andthedemographicalquestions:
Q29:IdonotuseArabicAppsfordiabetes(mobileorcomputer)becauseoftheirbad
designandquality)
Q29didnothavestatisticalsignificancesoitthenullhypothesiswasnotrejected.However,when
analysingthisquestionsfurtherwithregardstothedemographicalquestionsafewinteresting
pointsarise:
• Thosewhorecorddatabyhand:16outof28wereneutral,while7outof28agreedorstronglyagreed,and5outof28disagreedorstronglydisagreed.
• Thosewhorecordtheirtestresultselectronically:8outof14wereneutral,while4outof18agreedorstronglyagreed,and6outod18disagreedorstronglydisagreed.
§ AdetailedanalysisoftheanswersofQ33andthedemographicalquestions:
Q33:Ifeelboredwhenusinganappforseveraltimes.
• 5outof20ofthosewhoareover25yearsoldwereneutral,while5ofthemdisagreedand10outof20agreedorstronglyagreed.
• 9outof22ofthosewhoare25yearsoldoryoungerwereneutral,while7outof22disagreed,and6outof22agreedorstronglyagreed.
• Only1outof14ofthosewhologtheirdataelectronicallydisagreed,6wereneutral,and7outof14agreedorstronglyagreed.
§ AdetailedanalysisoftheanswersofQ13comparedtoQ30andtothedemographicalquestions:
Q13:itisdifficultformynon-diabeticfriendstounderstandandappreciatemysituation.
Q30:DiabetesisnegativelylookedatinSaudiArabia.
Theresultsofbothquestionsdidnothavestatisticalsignificance,andthenullhypothesiswas
accepted.However,uponanalysingthedatafrombothquestionsandcomparingthemwefound
thefollowingpoints:
• 19outof42answeredsimilarlytobothquestions.Specifically,13outof19agreedorstronglyagreedtobothstatements,while1outof19wasneutral,and5outof19disagreed.
Demographicalinformation,specificallytheageoftheparticipantsforQ13:
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• Forthoseabove25yearsold:6outof20disagreedorstronglydisagreed,4outof20wereneutral,and10outof20agreedorstronglyagreed.
• Forthose25andyounger:8outof22disagreedorstronglydisagreed,only2wereneutral,and12agreedorstronglyagreed.
Thisindicatesthatpeersupportisanissueformanyoftheparticipantsanditcanbeaddressedby
theframework.
ParticipantsComments:
Attheendofthequestionnairetherewasa“CommentBox”forparticipantstoleaveoptional
comments.Sixparticipantsleftcomments.Threeofthosewererelatedtothelackofawareness
ondiabetesinthesociety.Asoneofthemsaid:
“Iwishthereismoreawarenessaboutdiabetesinmysociety,andthatpeoplewould
understandthatitisnotcontagiousandthatdiabeticswhotakecareofthemselvescan
copeandliveanormallife.”
Twootherparticipantstalkedaboutthelackofawarenessfromthecommunityandhowitaffects
themnegativelyintermsoftheself-management.thisalsosupportsthedoctors’comments
regardingthenegativeconnotationaroundthediabetesandhowitaffectsthediabeticself-
esteemandtheirself-management.Furthermore,oneofthepatientssaidthatself-management
ofdiabetesenablethemtobepositiveindealingwiththeillness.Anotheronesaidthat“weneed
applicationsforloggingtestresults”,whichindicatethatthereisalackofself-managementapps
inArabic.Finally,onethepatientsmentionedtheirfrustrationthatpeoplearoundthemandtheir
doctorgivetheminstructionwithoutlivingwhatsheisgoingthrough.
4.7 Discussion
Gamificationhasbeenreceivingagreatdealofattentioninthehealthcarefield.InListeretal.
(2014),itwaspointedoutthatthereisalackofprofessionalcriteriaorguidelinestohelp
developersincreatingeffectiveappsutilisinggamificationandbehaviouralchangetheories.In
thischapterwepresentavalidatedframeworkforgamifyingtheself-managementofchronic
illnessestofillagapintheliterature.
Thevalidationwascarriedoutbyamixedmethod,whichincludedexpertinterviewsaswellas
patientquestionnaires.Thecombinationofthecommentsfromtheexpertsandtheresultsfrom
thequestionsvalidatetheframework.Thefindingsoftheinterviewsandresultsofthe
questionnairessupporttheideaofincorporatinggamificationintheself-managementprocessof
diabetes.BothexpertsandpatientsagreedthatutilisingthecombinedthemesoftheWheelof
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Sukrtocreateagamifiedself-managementtoolmighthelpachieveeffectiveself-management
andbehaviouralchange.ToourknowledgetheWheelofSukristhefirstofitskind.
Self-managementofchronicillnesses,especiallyindiabetes,canbeturnedintoanengagingand
enjoyableexperiencebytheuseofgamification.Theresultsofthisstudysupportthisnotion,and
indicatethatbothexpertsanddiabeticpatientsrecognizethepotentialofgamificationin
improvingself-managementofdiabetessignificantly.Inparticular,expertshighlightedthe
importanceofrewards,competition,andotherfunelementsincreatinganenjoyableand
rewardingexperiencethatcouldleadtopositivebehaviouralchange.This,inturn,isreinforcedby
thefindingsfromthepatientquestionnaireasshownintheResultssection.
Theresultsofbothstudiesalsoindicatedthatthereisanissuewithengagementwithapplications
andtheself-managementprocess.AnswerstoQ33showthat7outofthe14participantswholog
theirdataelectronicallyfeelboredwhentheyuseanappseveraltimes.Thisissuecanbe
addressedbytheWheelofSukrframeworkandespeciallythatittakessustainabilityintoaccount.
Indeed,thefindingsoftheexperts’interviewssuggestedthattheuseofelementssuchas
autonomyandpurpose(fromtheself-representationthemes)canenhancethesenseofcontrolin
theuserandincreasetheirengagement.Also,therewardingandengagingaspectofgamification
canbeenhancedbythesustainabilitythemeelementsuchastheusestorylineandthemeswhere
theusercanconnectwiththeappandhaveapleasurableexperience.
Diabetesisalonelyillnessanddiabeticsaremorepronetodepression(Egede,Zhengand
Simpson,2002).AsstatedinSec.2.3.1,beingpartofanonlinecommunitycouldprovidepatients
withtheemotionalandpsychologicalsupporttheyneed.Thisisconfirmedbytheresultsofthe
interviewsandthequestionnaire.Inparticular,expertsemphasisedthepositiveimpactofsocial
mediaandpeersupportonpatients.Furthermore,asoneofthemedicalexpertmentionedthat
thecommunitymustbediabeticonly.ThispointisfulfilledintheWheelofSukrframeworksince
itisfortheself-managementofdiabetesandnotageneralcommunity.Additionally,theresultsof
thequestionnaireindicatethatpatientswouldliketosharepositiveresultswiththeirpeersand
establishfriendshipswiththem.Thiscanhelpthemovercomeanynegativefeelingstheymight
encounter.Thisalsoaccordswiththefindingsfromthemedicalexpertsasoneofthem
mentionedthatprovidingacommunityforpatientscanenablethemtosupportandeducateeach
other.Furthermore,thecommunityaspectofagamifiedself-managementtoolcouldenhance
thevalueofrewardsandotherelementsoftheframework.Thisismanifestedinastatementby
oneofthegamificationexpertswhomentionedthatthecommunityaspectisthemostimportant
partintermsofintegratingalltheotherelementsespeciallythegamificationelements.
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Indeed,thesocializingthemereceivedagreatdealofsupportfromtheexpertsandthepatients.
Particularly,thepeersupportelementwhichaccordingtothemedicalexpertsessentialto
individualswithchronicillness.ThisisalsosupportedbytheliteratureasshowninSec.#.#.#.
Furthermore,theinterviewsfindingsshowtheimportanceofonlinecommunitytopatients
becausepeerscaninfluenceeachother,shareexperiencesandlearnmoreabouttheirillnessina
privateenvironment.Thesocializingthemeisalsoimportantingamificationasindicatedbythe
gamifcationexpertsandthegamificationliterature(seesec.2.3.2).Specifically,thecommunity
aspectintegratesallthethemesoftheframework,andaddstothevalueofthegamification
elementssuchasrewardsandcompetitions.Moreover,theanalysisofQ13showedthat22ofthe
participantsagreedorstronglyagreedthattheirfriendsdonotunderstandtheirsituation.Also,
oneoftheparticipantsexpressedfrustrationthatfriendsandfamilyandevendoctorsdonot
understandherexperiencewiththeillnessanddailyself-management.Thisshowsthatpeer
supportcouldbeanissueformanyofparticipantsanditcanbeaddressedbytheframework.
Additionally,regardingthestigma,theresultsofthequestionnaireshowthatnotallthepatients
agreethatthereisanegativeviewondiabeteseventhoughthedoctorsstressedthispointclearly
intheinterview.Inanycase,20outof42(almosthalfoftheparticipants)agreedthatthereisa
stigmaand9wereneutral(Q30).Since,thisissueisveryimportantforpatientswhohavetodeal
withsuchsituationsareinneedforpeersupportandpeoplewhocanunderstandtheirsituation.
Asoneofthepatientsmentionedinhercommentsthatwasdiscussedintheresultsection(see
sec.4.6.2).Therefore,itisessentialforanapplicationthatapproachgamificaitonandself-
managementholisticallytoenablepeersupport.Indeed,thisalsoaccordswithwhatoneofthe
doctorssaid,thatindividualswithdiabetescanhaveastrongerimpactoneachotherandeducate
eachothermorethanthatofamedicaldoctor.
Moreover,theresultssupportthenotionthatcreatingafunandenjoyableexperiencefor
diabeticpatientscouldhelptheirself-esteem.Inparticular,theinterviewsindicatethatpatient’s
self-esteemhasaneffectonself-management,asoneexpertstated:
“Howthepatientfeelsaboutdiabeteshasagreateffectontheirself-management”
Additionally,theuseofleaderboardsandcreatingfriendlycompetitionbetweenpeerscouldhelp
inboostinguser’sself-esteem.Whilesomeusersmightfindleaderboardsdemotivating
(Nicholson,2015),othersfindleaderboardsandbeingrecognizedinthecommunitymotivating.In
fact,HamariandKoivisto(2015),investigatedtheeffectsofbeinginacommunityandgetting
recognizedbyotherusersforwhatyoudoinagamifiedserviceforexercise.Theymeasuredhow
thesocialinfluenceaffecttheengagementoftheuserwiththegamifiedserviceandthe
maintenanceoftheexercisesupportedbytheservice.Thestudyshowedthatthesocialinfluence
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andbeingrecognizedinthecommunity(whichisachievedingamificationbyleaderboards)can
increaseusers’motivationandengagementwiththeexerciseactivities,andthatthemorefriends
theuserhaveinthegamifiedservicethestrongertheinfluence.Furthermore,theuseofgamified
applicationsthatincludesleaderboardshaseitherpositiveorpartiallypositiveeffectonusers(see
(AppendixA)inHamarietal(2013)).However,leaderboardsshouldnotbecompulsory(tobe
viewed)onalloftheusers,butrathertheyshouldbeaskedoptionallyasisdoneinmanygames
andgamifiedapps.Theesteemthemeanditselementsarealsosupportedbythemajorityof
participantsinthequestionnaire.Thisisbecauseitenablesthemtotracktheirprogress
(individually)andhavetheoptiontocompareittoothers.Alsoitcouldtriggerpositive
competitionbetweenpeersinafriendly,non-judgmentalenvironment.Thisissupportedbythe
patientsanswerstoQ4,Q6,Q15,andQ16.
In2013,astudypointedoutthataround73%ofdiabeticsdonotdocumenttheirdailyglucose
tests(Rose,Koenig,andWeisbauer,2013).Ourresultsagreewiththoseresultssince,ingeneral,
patientsadmittedthattheyonlyrecordtheirtestresultsfortheirdoctorstosee.Infact,almost
75%oftheparticipantsonlyrecordtheirdatatoshowittotheirdoctors.Moreover,accordingto
thedemographicaldatainthequestionnaire,almost60%donotkeepalogbookoftheirdailytest
results.Thisaccordswiththefindingsoftheexperts’interviews,wheremedicaldoctorssaidthat
theirpatientsdonotkeepadailylogbookoftheirresults.Thiscouldbebecausethepatientsare
notawareoftheimportanceofself-managementortheyfindtheself-managementprocess
mundane,whichweresuggestedbythemedicalexperts.Theresultsofboththeinterviewsand
thequestionnairessuggestthatagamifiedself-managementsystemmighthelpthemdocument
daily.Therefore,gamificationinself-managementisexpectedtomaketheself-management
experiencelessmundane.
Theresultsofthequestionnaireshowthat20out42agreedorstronglyagreedthattheylack
motivationtoself-managetheirillness(Q20),whichaccordstothefindingsofthemedicalexperts
interviews.Thesepeoplewholackself-motivationneedtobeencouragedandmotivatedtoself-
managetheirillnessesandtheframeworkcontainsthemesthathavetheopportunitytoaddress
thisissue.Thisincludestheuseofbothintrinsicandextrinsicmotivators,whichwassupportedby
theexperts.Asoneofthegamesandgamificationexpertsaidthatitisimportanttoconsiderboth
typesofmotivation,becauseextrinsiccangrabtheattentionoftheuserbutcouldbeshortterm
andintrinsicmotivationislongerlasting.Also,themedicalexpertsexpressedtheimportanceof
motivationtotheself-managementprocess.Furthermore,peoplewhoareintrinsicallymotivated
canbenefitfromtheexternalmotivationpartoftheframework.
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Furthermore,theresultsshowthatpatientsarewillingtolearnmoreabouttheirconditionand
managethemselvesbetter.However,thiscouldbepreventedbytheshortageofwell-constructed
self-managementtools(especiallyinSaudiArabiawherethepatientsarefrom).Thisissupported
bythefindingsoftheexpertinterviewsthatindicatedthatmanypatientsarenotmotivatedto
learnorself-manage.Gamifyingself-managementcouldincreasepatients’motivation.Yet,many
existinggamifiedapplicationsandservicesfocusonlyonextrinsicmotivation(SeabornandFels,
2014).However,extrinsicmotivationsolelydoesnotcreateasustainablegamificationaffect.The
WheelofSukrconsidersbothtypesofmotivation(intrinsicandextrinsic).Thisallowsittoaddress
someoftheissuesraisedbytheexpertsandenablesittosatisfythepatients’expectations.
Providingreal-timefeedbackthatismeaningfulandrelevanttousersisanessentialpartof
gamification.Thefeedbackcancomeinmanyformsincludingrewardsandgraphsofbloodtests.
Thelatterwillhelpuserslearnmoreabouttheirconditionandrecognizepatterns.Thisis
supportedbythemajorityofparticipantsinthequestionnairewhomentionedthattheywould
liketoreceivefeedbackregardingtheirself-managingprogressandbenotifiedwhentheirblood
glucosefluctuates.Additionally,theimportanceofbeingrepresentedandbeingautonomous
werehighlightedbytheresultsoftheexpertinterviews.Participantsinthequestionnairealso
supportedthis.Agreatdealofthemstressedthattheywouldliketheirvirtualaccountstoreflect
theirpersonality,whichisanintegralpartoftheWheelofSukr.
Furthermore,themedicalexpertstalkedabouttwoissuesregardingdiabetes,thelackof
educationamongstsomeoftheirpatientsandthelackofawarenessinthecommunity.Thispoint
couldexplainthereasonwhy2oftheparticipantsinthequestionnaireagreedthattheyonly
recordtheirdatatoshowthemtotheirdoctors(Q18),butdisagreedthattheylackmotivationto
self-manage(Q20).Also,thedemographicalinformationshowsthatbothparticipantsdonot
recordtheirtestresultsdaily.Moreover,medicalexpertsandtwooftheparticipantsinthe
questionnairediscussedthelackofawarenessaboutdiabetesinthesociety.Theexperts
mentionedthatthisissuecouldnegativelyinfluencetheself-managementprocessofindividuals
withdiabetes.Indeed,thisaccordstothecommentofoneoftheparticipants(seesec.4.6.2).
Whiletheissuesofeducationandawarenessareimportant,itfallsoutsidethescopeofthe
framework,whichisconcernedwiththeuseofgamificationinincreasingengagementand
motivationtotheself-managementprocess.
Allinall,theresultsofthequestionnaireandinterviewscombinedsupportsallthethemesofthe
framework.Therewasnothingintheanalysisthatsuggestshierarchyorimportanceofonetheme
overtheother.Thus,theequalimportanceassumptionisstillvalid.Thisassumptioncanonlybe
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testedinalongitudinalstudywhereanapplicationthatusestheframeworkcollectsdatafrom
individualwithdiabetesorotherchronicillnesses.
Thecorrelationbetweengamificationandhealthbehaviourtheorieshasbeendiscussed(Lister,
West,Cannon,SaxandBordegard,2014).Itwasmentionedthateventhoughgamificationapps
forhealthandfitnessareusingmotivationfromthehealthbehaviourtheory,theuseofcapacity
ortriggersisignored.Patientsmentionedtheimportanceofkeepingappsupdatedtosustain
theirinterestinusingthem.Theyalsonotedtheneedtobeencouragedtokeeprecordingdaily.
Thiscanbedonethroughusingtriggers,whichareanessentialpartoftheframework.Moreover,
patientsstatedthattheyenjoybeingchallengedatalevelthatsuitstheirabilities.TheWheelof
Sukrframeworkanswersthisbyconsideringtheuser’sabilityandemployingtriggers.
Itisworthmentioningthatusingthemixed-methoddesignprovidedaclearimageoftheissue.It
createdabalancebetweentheweaknessesofqualitative(interviews)andquantitative
(questionnaire)methods(assuggestedbyJick(1979)),whichallowsforawell-rounded
representation.Moreover,thedatawerecollectedfrombothexpertandpatients,using
interviewsandquestionnaires.Theresultsfromtheinterviewsandthequestionnairesdo
complementeachother.Infact,relyingontheexpertinterviewsalonewouldhaveresultedina
lossofalltheimportantinformationprovidedbythepatientsandviceversa.
However,itisimportanttomentionthat,inSaudiArabia,thereisastigmasurroundingdiabetes
(Alzaid,2012).Themedicalexpertssupportedthisandasoneoftheparticipantssaidinthe
optionalcommentboxofthequestionnaire:
“Iwishthereismoreawarenessaboutdiabetesinmysociety,andthatpeople
wouldunderstandthatitisnotcontagiousandthatdiabeticswhotakecareof
themselvescancopeandliveanormallife.”
Thisstigmacouldhavebeenafactorindiscouragingindividualswithdiabetesfromparticipating
insuchstudies.Infact,itwaschallengingandtimeconsumingtogetpeopletoopenandtalk
abouttheirillness.Anonlinequestionnairewasthebestchoicetogettheopinionsofindividuals
withdiabetesinSaudiArabia.Forthisstudy,wemanagedtoget42participants,butitwasvery
difficult.Accordingtothetoolusedforthequestionnaire(SurveyMonkey)95peopleenteredthe
linkandansweredpartofthemultiplechoicequestionsbutonly42ofthemcontinuedtoanswer
thefullquestionnaire.
Additionally,giventheculturaldifferencescommunicatingwiththemedicalexpertsrequiredthe
researchertopersonallyapproachthedoctors,sinceitisnotcommontouse
emails/phones/videocallsforsuchpurposesinSaudiArabia.Therefore,ittooktimetogetthe
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expertsneededforthisstudy.However,thiseffortwasworthwhilegiventhattheexpert
interviewsstrengthenedthestudyasmentionedearlier.
Theresultsofthequestionnaireandinterviewscombinedsupportsallthethemesofthe
framework.Therewasnothingintheanalysisthatsuggestshierarchyorimportanceofonetheme
overtheother.Thus,theequalimportanceassumptionisstillvalid.Thisassumptioncanonlybe
testedinalongitudinalstudywhereanapplicationthatusestheframeworkcollectsdatafrom
individualwithdiabetesorotherchronicillnesses.
InafutureworktheimportanceofthethemesoftheWheelofSukrandtheirhierarchywillbe
studiedinthelongitudinalstudywherethethemesareimplementedinanappthatisusedbythe
intendedusersforasufficientperiodoftime.Inthisstudy,thethemesoftheWheelofSukrcan
bemeasuredseparatelytofindtheirleveleffectivenessintheself-managementofchronic
illnesses.Theimportanceofthethemesmightdifferbasedonthedemographic(e.g.ageofthe
targetusers).Thus,multiplestudiesshouldbeconducted.
Furthermore,whileallmeasuresweretakentoensureanunbiasedquestionnaire,biascannotbe
completelyremovedduetomisunderstandingofthequestions(sincethequestionnairesareself-
administered)orissueswithsomeofthequestions.Thus,inafuturestudy,tominimizethebias
onecouldeitherusestandardquestionsthatarevalidatedforacertainpurpose(e.g.engagement
instruments,orself-determinationtheoryinstrument).However,bothinstrumentrequiresthe
userstoengagewithagamifiedapplicationfirstandthentheresearchercanmeasuretheir
engagementandmotivation.
4.8 Summary
InthischaptertheWheelofSukr,whichisaframeworkthatgamifyself-managementofchronic
illnesses,wasintroduced.Theframeworkconsistsof28elementsthatweresynthesisedfromthe
literatureongamification,behaviouraltheories,andself-managementofchronicillnesses.It
emphasizesthelinkbetweentheseareasandgamificationintotheself-managementprocessof
chronicillnesses.Theelementsareencapsulatedineightthemes:
1. Self-management:logbook,visualizationofdata,andtrendalerts
2. Socializing:community,socialmedia,peer-support,andsharing.
3. Self-representation:avatars,autonomy,ability,andpurpose.
4. Fun:badges,points,challenges,andcompetition.
5. Esteem:leaderboards,levels,progressbars,andreputation.
6. Motivation:intrinsicandextrinsic
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7. Sustainability:trigger,flow,storyline/theme,andnudge
8. Growth:feedback,achievinggoals,andtinyhabits.
Theframeworkwasvalidatedusingamixed-methodapproach.Thequalitativeandquantitative
methodschosenwereexpertinterviewsandquestionnaires.Theexpertinterviewsconsistedofa
semi-structuredindividualinterviewswithexpertsfromdifferentbackgroundthatreflectsthe
threeareasofresearch.Therewereexpertsfrommedicaldoctors,psychologistandpsychiatrists,
andgamificationresearchers.Theinterviewswereaudio-recorded,transcribed,andanalysed
usingthematicanalysis.Thefindingsofthisanalysisshowaconsensusamongtheexpertsonthe
importanceofthethemesoftheframework.
Additionally,thequestionnairewasdistributedtoindividualswithdiabetesbasedinSaudiArabia.
Itconsistedoftwoparts,ademographicalandgeneralquestionpart,andaLikretscalepartto
measuretheparticipants’attitudetowardstheconceptsofframework.Thedatacollectedwas
analysedusinga1samplet-test(2tail)usingSPSS.Theresultsofthestatisticalanalysisvalidated
thethemesoftheframework.
Overall,thefindingsandresultsofbothstudiessuggestageneralacceptanceofthenotionof
gamifyingself-managementofdiabetes.Theyalsoshowthatitcouldbeimportantinimproving
theexperienceofpatients.TheWheelofSukrframeworksetsthestageforfurtherstudiessuchas
creatingdeveloperguidelinesforthegamificationofself-managementofchronicillnesses,which
isthesubjectofthenextchapter.
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105
Chapter5: TheSetofGuidelinesanditsValidation
Inthepreviouschapter,TheWheelofSukrframeworkwaspresentedforthegamificationofthe
self-managementofchronicillnesses.TheWheelofSukrwasvalidatedusingamixed-method
approach.Thisentailedexpertinterviewswithmedicaldoctors,psychologists,andgamification
experts.Theparticipantswereinterviewedinaface-to-facemanner.Thestudyalsoinvolveda
quantitativestudy,whereindividualslivingwithdiabetestookpartinansweringanonlineself-
administeredquestionnaire.Thiswasundertakeninordertomeasuretheirattitudestowardthe
conceptscoveredbytheframework.Theresultssuggestedthatparticipantsarekeentoseeself-
managementappscontainingtheconceptsofTheWheelofSukr.Additionally,thefindingsofthe
interviewssuggestthatexpertsseetheneedforgamificationasrepresentedintheframeworkin
theareaoftheself-managementofdiabetesandotherchronicillnesses.
InthischapterwepresentasetofguidelinesbasedonTheWheelofSukrframework.Thesetof
guidelinesismeanttoenabledeveloperstoincorporategamificationinthecreationofself-
managementappsforchronicillnesses.Theguidelinesareassessedbyexpertinterviewsand
discussedwithdevelopersinfocusgroups.Thepurposeoftheexpertinterviewsistoensurethat
theguidelinesrepresenttheframeworkaccuratelyandcomprehensively.Thepurposeofthe
focusgroupdiscussionswithdevelopersistwo-fold:Thefirstaimistocollecttheirviewsonthe
clarity,usefulness,andeaseofimplementationofTheWheelofSukrguidelines.Thesecondisto
testiftheycouldthinkofpracticalwaystogamifyappsbasedontheguidelines.
5.1 TheTransitionfromtheFrameworktotheGuidelines
TheWheelofSukrisatheoreticalframeworkandsoisconsideredahigh-levelconstruct.Itwas
constructedwiththeuserinmind(i.e.individualswithchronicillnessesespeciallydiabetes).After
fillingthegapintheliteraturebyproposingandvalidatingtheframework,theaimofthisphaseis
toadvancethisareaofresearchbyprovidingasetofguidelinesthatisbuiltwiththedevelopers
inmind.Thevalidationoftheframeworkwasanimportantstepforcreatingtheguidelines.
Otherwise,thesetofguidelinesitselfwouldnotnecessarilyrepresentagamificationapproach
thatissuitablefortheself-managementofchronicillnesses.
Toestablishthetransitionfromthetheoreticalsidetothepracticalside,theframeworkandits
contentshouldbetranslatedintoasetofguidelinesthatcanbeappliedpracticallybydevelopers.
Thiscanbeaccomplishedbydeconstructingtheframework,andpresentingthecontentfroman
anglethatissuitablefordevelopers.Consequently,thereisacrucialdifferencebetweenthe
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frameworkandtheguidelinesinthattheframeworkwasbuiltwiththeenduseroftheappin
mind,whichareindividualswithdiabetes,whiletheguidelinesarebuiltfordeveloperswhoare
responsibleforcreatingsuchanapp.Suchguidelinesshouldcontaindefinitions,instructions,or
suggestionsthattargetdeveloperswhocanthengamifytheself-managementofchronicillnesses
appsorsystems.
Thecurrentliteratureongamificationisnotdirectlyappropriateforthepurposeofdeveloping
gamifiedself-managementofchronicillnessesapps.Inparticular,gamifyingtheself-management
ofchronicillnessesisdifferentfromgamificationtoincreaseproductivityofemployeesasweare
dealingwithpatientsanddailyself-management.Furthermore,softwareengineersand
developersarenotexpectedtoknowtheliteratureonself-managingdiabetes,gamificationin
healthcare,andbehaviourchangemethods.AsetofguidelinesbasedontheWheelofSukr,which
isaframeworkforthegamificationofchronicillnessesself-managementandwasvalidatedby
expertsandpatients,couldbehelpfultoassistdevelopers.Guidelinesinfluencethedecisions
madeintheplanninganddesignphaseofdevelopingsoftwareandapplications,anditcanbe
usedasachecklistintheevaluationandtestingphase(Dixetal,2004).
Itisworthwhilementioningthatthereisawiderangeofguidelinesaimedataidingdevelopers
anddesignersinthefieldsofhuman-computerinteraction,softwareengineering,andweb
technology.Awell-knownexampleisNielson’sdiscountedusabilityengineeringguidelines,which
arecalled“heuristicsofusabilitydesign”(Nielsen,1994).Nielson’sguidelinesarenotveryspecific
butbroadrulesofthumbthatareusedbywebdeveloperstoguidethemthroughtheprocessof
creatingawebsiteinterfacethatiseasytousebyallusers,orasanevaluationtest(i.e.heuristic
inspection)toensuretheusabilityoftheinterfaceofthewebsiteinthe“testingandevaluation”
phase.
Thereexistguidelinesforgamificationineducationspecificallyintheuseofsocialgamificationin
k-6learning(Simõesetal.,2013).However,therearenoexistingguidelinesforthedesignof
gamificationofself-managingchronicillnessesapplications.Eventhoughthereisawidespread
adoptionofgamificationinhealthcareandsomeattemptsingamifyingself-managementof
diabetes(SeeSec.2.3.2),thereisalackofguidelinesforthedevelopmentofgamificationinthe
self-managementofchronicillnesses(Listeretal.,2014;Seaborn,Fels,2015).Thereisaneedfor
guidelinesinthisspecificfield(i.e.gamificationofself-managementofchronicillnesses).
ThesetofguidelinespresentedinthischapterisanewcontributiontothefieldofHCI,software
engineering,webtechnologyanddevelopment.ItisbasedonthevalidatedtheWheelofSukr
frameworkandliteraturereview.Inparticular,thethemesandtheelementsofTheWheelofSukr
arethebasisoftheguidelines.Itismeanttoofferguidanceintheprocessofdevelopinggamified
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self-managementapplicationsforindividualswithchronicillnesses.Thus,bridgingthegapinthe
areasofsoftwareengineeringandHCIregardingtheimplementationofgamificationfortheself-
managementofchronicillnesses.
Integratinggamificationintoanyapplicationorsystemcouldhavedifferentgoalsandobjectives
thatvarydependingonthecontext.However,itisessentialtohaveaclearguidefordevelopersin
ordertoachieveasuccessfulintegrationofgamification.Asmentionedintheliteraturereview
chapter(seeSec.2.1.5),thereisalackofguidelinesfordevelopersinthisfield,andresearchhas
shownthatcurrentgamifiedappsdonotfollowspecificguidelines.
“ThesetofguidelinesisbasedontheWheelofSukrframework,thus,itincludesallthethemes
andtheirelements.AsshowninCh.4,theelementsoftheframeworkaresynthesizedfromthe
literature(seeCh.2),andallthethemesthatencapsulatetheelementsreceivedsupportfromthe
medicalexperts,gameandgamificationexperts,andtheindividualswithdiabeteswho
participatedinthestudy.
AsshowninSec.4.5.2andSec4.6.2thefunandtheesteemthemesreceivedalotofsupport
fromboththeexpertsintheinterviewsandbypatientswhoansweredthequestionnaire.The
elementsoftheboththemesweresynthesisedfromthegamificationliterature,andtheyare
consideredfundamentalsofgamification.Thegamificationexpertsstatedthattheelementsof
thefunthemeandtheesteemthemeconstitutetheessentialprinciplesofgamification.Also,the
medicalexpertswelcomedtheideaofrewardingandcreatingcompetitionstomotivateand
encourageuserstoself-managediabetesdaily.Theresultsofthequestionnairereflectthe
supportforboththemesbythepatients.
Thesocializingthemereceivedalotofsupportfromalltheexpertsandthepatients.The
endocrinologistsandpsychiatristsdiscussedtheimportanceofbeinginacommunitywithother
diabeticandpeer-supporttopatientsofdiabetes.Also,thegameandgamificationexperttalked
abouttheuseofacommunityingamification,andthatitintegratesalltheotherelementsand
addstothevalueofgamification(e.g.rewards,andcompetitions).Thecommunityaspectwas
alsosupportedbyliteratureinbothself-managingdiabetesandingamification.
AstheWheelofSukrisaframeworkforgamificationfortheself-managementofchronicillnesses
the“self-management”themeisessential.Itreceivedsupportfrombothexpertsandpatients.
Medicalexperts,especiallyendocrinologists,supportedhavinganelectroniclogbookandthe
visualisationofdataasitmakesthepatientself-manageproperlyandthentheycanprovidetheir
doctorswithvisualrepresentationoftheirtestsresults.Furthermore,theliteraturereview
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showedthatthereisevidenceonthepositiveeffectsoftheuseelectronicappsinhealthcare.
Theseincludereducingreadmissionstohospitalsandtheprogressionsofdiseases(seeSec.2.3.1).
Thesustainabilityandthegrowththemesreceivedsupportinboththeexpertinterviewsandthe
patientsquestionnaire.Thegamificationexpertdiscussedtheimportanceofboththemesin
sustainingtheusers’engagementwiththegamifiedapp.Theexpertsdiscussedhowoneofthe
growththemeisdirectedattheuserintermsofprovidingthemwithfeedback,setgoalsand
achievethem,andbreakdownstepsoftheself-managementactivitiestocreatepositivehabits.
Ontheotherhand,thesustainabilitythemeismorerelatedtothesystemintermsofcreatinga
storylineoratheme(narrative)thatlinkstheotherelementsoftheframeworkandengagethe
user.Expertsalsosupportedtheimportanceofnudgingandusingtriggersinpersuadingusersto
undertaketasksintheapp.
Also,boththefindingsoftheinterviewsandtheresultsofthequestionnairesupportsthe
motivationtheme.Themedicalexpertsdiscussedtheimportanceofmotivatingpatientstoself-
managetheirillnessandthatsomepatientsmightlackmotivation.Thiswasalsoreflectedinthe
patientsquestionnaireweretheresultsweredividedbetweenthosewhoagreedtothelackof
motivationandthosewhowereneutral.Furthermore,thegamificationexpertsalsodiscussedthe
valueofdistinguishingbetweenintrinsicandextrinsicmotivationwhenusinggamification.This
wasalsosupportedbyliteratureasdiscussedinSec.2.2.1
Itisworthmentioningthatsomeempiricalstudies(ingamificationforeducationspecifically)
showthattheoutcomesofgamificationareprimarilypositive,buttherearesomedrawbacksin
termsoftheuseofleaderboards(Hamariet.al,2014).Thiscouldbebecausenotallusersare
competitive;someusersfindcompetitionsmotivatingandothersaredemotivatedbyit(Werbach
andHunter2012).However,theWheelofSukrguidelinestakeaholisticapproachtogamification
thatincludesalltheelementsthatmotivateusers.Anyelementthatmighthaveademotivating
effectsonsomeuserscanbemadeoptionaltoaccesstotheusers,whichisthecaseinmostapps.
Inparticular,thedevelopercanmaketheaccesstoleaderboardsoptional,thosewhodonotwant
tosocialiseorcompetewithotherscansimplyignorethisfeatureintheapp.Forexample,those
whousesomefitnesstrackerappscanchoosetowithholdfromsharingtheirdatawithothers
andnotfollowotheruserseventhoughtheappincorporatessocialandcompetitiveaspects(i.e.
leaderboards).Thiscouldbetherightapproachtocatertothosewhofindmotivatingor
demotivatingbecausetheyhavethechoicetoaccessitornot.”
Thesetofguidelinesproposedinthischapteraimstoaiddevelopersincreatingagamifiedself-
managementsystemforchronicillnesses.Itwillprovide“what”shouldbeincludedinagamified
self-managementapp.Thethemesthatareincludedintheguidelinesarediscussedinthe
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followingsection.Inparticular,eachthemeisexplainedintermsofitsrelevancetodevelopers
andtheprocessofplanning.
1.FunTheme:
Thefunthemerepresentswhatisconsideredasthebasicgamificationelementsthatenablethe
creationofagame-likeexperience.Inanappthattargetstheself-managementofchronic
illnesses,arewardsystemcanbeimplementedthroughtheuseofthegameelements,namely
badgesandpoints,andthecreationoffriendlycompetitionsandchallenges.
Thepointscanbeassociatedwithsmallerandmorerepetitivetasksthatarerelevanttotheself-
managementprocess.Forexample,userscanbeawardedwithpointsforenteringtestresults,
completingtheminimumrequiredtestsperday,completingaweekofenteringtestresults,
completingachallenge,andwhencommunicatingwithotherusers.
Thebadgescanbeawardedtousersatmultiplestagesbasedontheobjectivesoftheapp.For
example,itcanbegiventousersatregistration,uponcollectingpoints,andwhencompleting
milestonetasksintheself-managementofanillness,suchaskeepingadailylogbookforamonth.
Inaddition,thecreationoffriendlycompetitionscanbedesigneddirectlybythedeveloper,orit
couldarisedynamicallybyacombinationofotherelements.Forexample,thedevelopercan
createweeklycompetitions.Ontheotherhand,theuserscancompeteamongstthemselvesto
collectmorebadgesorscorehigherontheleaderboard.
Challengescanbedesignedbythedevelopertobecompetedwithatimelimit.Forexample,
completingaweekofenteringtestresults.Moreover,bothchallengesandcompetitionsshould
notberelatedtotheresultsofthetestsandcommonsenseshouldbeappliedinsimilar
situations.Thesensitivityoftheissueshouldbetakenintoaccountwhiledesigningcompetitions
andchallenges.
2.EsteemTheme
Theesteemthemeembodiestheelementsthatcouldcreatefeelingsofadmirationandrespect
fortheuser.Inthecommunityofanappthattargetstheself-managementofchronicillnesses,
esteemcouldbeaccomplishedbyutilisingleaderboards,levels,progressbars,andreputation.
Leaderboardscanbeassociatedwiththepointsorbadgescollected.Theycanbelinkedtothe
pointscollectedforkeepingadailylogbookoftestresultsorbythenumberofbadgescollected.
Progressbarscanbedesignedtoshowtheuserhowwelltheyareprogressingthroughtheirdaily
tasksofself-management.
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Moreover,thedevelopercancreateLevelsfortheusertogothroughbyaccomplishingspecific
goalsorcollectingbadges.Thelevelscanbelinkedtothestorylineandthemeoftheapp,oritcan
belinkedtothetimetheuserspendsusingtheapp.
Thereputationelementiscreateddynamicallythroughtheuseofleaderboardsinthecommunity.
Alltheofthepreviouselementscancontributetotheadmirationandrespectwhentheuser
engagewiththeappandfindthemselvesadvancingintheirinteractionwiththeappandthe
community.
3.Growththeme
Thegrowththemerepresentstheelementsthatcouldhelpusersintermsoftheirself-
managementskills,whichcouldbeaccomplishedthroughtheuseofthefollowingelements:
feedback,achievinggoals,andbabysteps(tinyhabits).
Feedbackcouldbegiventotheuserbasedontheirtestresultentriesandtheoverallperformance
intheapplication.
Goalscouldbesetbytheuserorthedeveloper.Theycouldbelinkedtoself-managementtasks.
Forexample,userscansetgoalsforthemselvestobepersistentintestingandloggingtheresults,
ortheycanbepre-existingintheappandrelatedtotheteststhemselvesonlyiftheyaresetby
healthprofessionals.
Thedailytasksofself-managementcanbebrokendownintosmallersteps(babysteps/tiny
habits)tomakeiteasierfortheusertoadoptnewhabits.
4.Motivationtheme
Themotivationthemerepresentsthetwotypesofmotivation:intrinsicandextrinsicmotivation.
Inanappfortheself-managementofchronicillnesses,usersmaybeintrinsicallymotivatedto
self-managetheirillnesstobecomehealthier.
Intrinsicmotivationcouldbeenhancedthroughtheuseofotherelementssuchasachievinggoals,
andthevisualrepresentationofdatawhichcouldcreatefeelingsofmasteryandautonomy.
Extrinsicmotivationcouldcomeintheformofrewards(i.e.points,badges),winingcompetitions,
oradvancingintheleaderboardtogainstatus.
5.Sustainabilitytheme
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Thesustainabilitythemeembodiestheelementsthatcouldleadtosustainableengagementfrom
usersinaself-managementapp.Thisiscoveredinfourelements:trigger,flow,storyline/theme,
andnudge.
Thetriggerelementisimplementedbythedeveloperasamessageorasound.Triggerscouldbe
usedtoremindtheusertochecktheapp,entertestresults,orcommunicate.
Theflowelementisrealisedbydesigningtheactivitiesintheappaccordingtotheuser’sskilllevel
inwhichthedifficultyoftheactivitiesgraduallyincreasesastheuser’sskillsincrease.
Forthestoryline/themeelements,thedevelopercancreateameaningfuljourneythatmakesthe
userpartofitandincreasestheirengagement.Otherelementssuchaslevelsandcompetitions
couldalsobepartofonestorylineortheme.
Thenudgeelementcanbeimplementedbythedeveloperthroughcreatingdefaultchoices.For
example,whentheapptriggerstheusertoentertestresults,thedevelopercancreateanoption
foruserswhowanttoskiptheentryandremindthemafteracertainamountoftimewitha
reminderboxthatneedstobetickedasadefaultoption.
6.Self-representation
Theself-representationthemeencompassestheelementsthatcouldcreatealinkbetweenthe
userandthesystemintermsofreflectingtheuser’sidentity.Ithasfourelements:avatars,
autonomy,ability,andpurpose.
Developerscanallowuserstocreateorcustomisetheiravatarstoexpressthemselvesandcreate
aconnectionwiththeapp.
Whendesigningthetasks,challenges,competitions,andotherelements,theuserdevelopermust
takeintoconsiderationtheabilityoftheusers.
Theautonomyoftheusershouldbeincreasedbygivingthemchoiceswheneveritispossible.
Autonomyisalsocloselyrelatedtotheflowelementofthesustainabilitytheme.
Thedevelopercanenhancethesenseofpurposeoftheuserbyacombinationofotherelements.
Theseelementscouldrangefromtheself-managementtasksandthevisualrepresentationof
datatobeingpartofacommunityandofferingpeer-support.Thedevelopercangiveusersthe
chancetohelpotherssuchasbygivingthemtheabilitytogivebadgestootherhelpfulusersin
thecommunity.
7.Socialisingtheme
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Thesocialisingthemerepresentsthesocialaspectoftheself-managementofchronicillnesses.It
iscreatedthroughtheuseofcommunity,socialmedia,peer-support,andsharing.
Thedevelopercancreateacommunity,i.e.anetworkwithintheself-managementappwhere
userscancommunicate.Thiscouldalsobelinkedtootherelementssuchasthefunandesteem
themeelements.
Developerscanalsoprovideuserswiththechoiceoflinkingtheiraccountswithintheappwith
othersocialmedianetworkssuchasFacebookorTwitter.
Peer-supportisprovidedthroughthecommunityandthesocialmediafeatures.
Furthermore,developerscangiveusersthechoicetosharetheirtestresults,progressand
achievementswithotherswithintheappcommunityorwithlinkedsocialmedianetworks.
8.Self-management
Self-managementisconsideredtheessentialpartforthisapp.Thisiscoveredbythreeelements:
alogbook,thevisualizationofdata,andtrendalerts.
Thelogbookcanallowuserstokeeptrackoftheirtestresults,datesandtimes,foodintake,
exercise,feelingsandotherrelevantinformation.
Thedatasavedinthelogbookcanbeturnedintovisualdatasothattheusercanbenefitfromthe
accumulatedinformation.Forexample,withthevisualizationofdataelementstheusercan
followtheirprogressoveraparticularperiodoftime(e.g.thepastweekormonth),enabling
themtospotpatternseasier.
Trendalertsarealsobasedonthedataenteredbytheuser.
TheGuidelinesStructure
TheguidelinesarebuiltbasedonTheWheelofSukr.Similartotheframework,theguidelines
contain8themes,eachofwhichisdividedinto5sectionsasshowninTable5-1.
Table5-1SectionsoftheGuidelines
Theme Ageneralconstructcontainingelementsthatsharethesamegoal.
Definition Thegeneralideaofthethemeisdefined.
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Goal Thepurposeofthethemeanditselementsarestated.
Description Thethemeanditselementsareelaborated.
Application Thethemeistranslatedintopointerstohelpinimplementation.
TheWheelofSukrguidelinesaredesignedsuchthattheycanbetailoredtothegoalsand
objectivesofeachapporsystemanditsaudience.Forexample,thetypeofbadgesandpoints
couldbedifferentiftheappistargetingchildrenwithdiabetesasopposedtoadults.The
guidelinesshouldreflectTheWheelofSukraccurately,andbecomprehensivesuchthat
developerscanusethesetofguidelinesdirectlywithoutneedingtogobacktotheframework.In
addition,theguidelinesshouldbeclearandusefultodevelopers,andeasytoimplementfrom
theirpointofview.
Theguidelinesarepresentedinthenextsectionintheformoftables;eachthemeofTheWheel
ofSukrhasitsowntable.Thetablesaredividedintothemesandtheirelements,adefinitionof
thetheme,thegoalofthetheme,thedescriptionoftheelementsinthetheme,andthe
applicationofthetheme.
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5.2 TheWheelofSukrGuidelines
Inthissection,thefinalversionofthesetofguidelinesisrepresentedineighttablesbasedonthe
structureoftheframework.
GuidelinesforGamifyingSelf-managementofChronicillnesses
FunTheme(Badges,points,challengesandcompetition)Definition The fun theme has the basic building blocks of any gamification
system. It represents the rewarding features of gamification andenablesthecreationofagamelikeexperience.
Goal Createarewardingandengagingexperience.Description • Thebadgeselement indicates the specialdesigns that canbe
awardedtousersasasignofmembershipandachievement.Itcanbeawardedtousersoncetheystartusingtheapplication,whenaccumulatinganumberofpoints,andwhencompletingalevel.
• The points element indicates the points that are awarded tousers when entering test results, completing the minimumrequired tests per day, completing a week of entering testresults,completingachallenge,andwhencommunicatingwithotherusers.
• Thechallengeselementindicatesthemotivatorscreatedinthegamified system to get users to engage in difficult butobtainable tasks. These could be completing a week ofenteringtestresults,ormaintainingacertainlevelofglucose.
• The competition element indicates the competitiveenvironment that can be created using the elements in thisthemeandotherthemes(suchas levelsandleaderboards)toincrease user engagement. The competitive environmentshouldbeexclusivetotheactivitiescompleted(i.e.thenumberof times the user logged in, the user’s involvement in thecommunity, completing tasks… etc.) and not regarding theirtest results. Users can compete with each other in thecommunityandwiththemselves.
Application Design a system of rewards (points and badges) based on thecommunity you are targeting and on the unique goals of theapp/system.Createchallengesforuserstoincreasetheirengagementandhelpthemmeettheirgoals.Giveuserstheoptiontovieweachother’sachievements.Design thecompetitionswith theuser inmind(i.e.donotcreateinsensitive competitions regarding their test results). Make theexperiencepositiveandrewarding.Rememberthatcollectingbadgesandpointsisamanifestationofthe “collection” core dynamics in games and you could usedifferentmanifestationofcollection.� This theme is closely related to the Esteem and Motivation
themes.
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EsteemTheme(leaderboards,levels,progressbars,andreputation)Definition Theesteemthemeencompassestheessentialelementsneededto
createfeelingsofrespectandadmirationfortheuser.Itcommunicatesthestateofthesystemtousers.
Goal Enableuserstorespectandadmiretheirownachievementsandthoseofothers.
Description • The leaderboard element indicates the leaderboards that areused in video games. Similar to video games, in gamificationleaderboardsaresocialfeaturesusedtoincreaseengagement,motivation,andthelevelofcompetitionbetweenplayers.Thisis done by ranking them in a number of ways such asaccording to thenumberofpointsorbadgescollectedor thelevelsachieved,etc.Therearedifferenttypesofleaderboards,such as global leaderboards,which rank the topusers of theapplication, and friends or social leaderboards that rank theuser’s friends or those in their social network (Twitter,Facebook...etc.).
• The progress bar element is a graphical element in the userinterfacethatshowstheprogressionoftheuserandhowclosehe/sheistocompletingasetoftasks.Itcouldbeexpressedasapercentage,invisualformoratextualrepresentation.
• The levels element indicates the part of the application thatusersneedtocompletetomeetspecificgoalstoadvancetothenext level. The difficulty of every level increases as the usercompletesnewlevels.
• The reputation element indicates the user’s status, rank andexpertise in the community. It is the way in which usersshowcasetheirpointsandbadges.Reputationmechanicsmustbedesignedandupdatedbasedonthecommunity.
Application Designleaderboardsandchoosethetypeortypesofleaderboardsthatfitthecommunityandtheapp/systemgoal.Createaprogressbar thatmeasures theuser’sactivitybasedonthegoaloftheapp.Forexample,measuretheuser’sinvolvementin the community or the user’s progress in logging their testresults.Design levels based on the goal of the app, considering thestorylineandthemeelements(fromthesustainabilitytheme),andtherewardandcompetitionelements(fromthefuntheme).Design feedback, leaderboards, progress bar, levels and thecommunity(fromthesocializingtheme)coherentlytoutilizethereputationmechanicswheretheusercanshowcasetheirstatusinthecommunity.Considerthesensitivityoftheissuewithregardstosocialgamingandthelevelofconfidentialityinvolved.
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Growththeme(feedback,achievinggoals,andbabysteps(tinyhabits))Definition Thegrowththemerepresentstheelementsthataidtheusersin
growinganddevelopingintheself-managementoftheirchronicillness.
Goal Empowerpatientstotakegoodcareoftheirhealthbylearningabouttheirillnessandlearningtomanageit.
Description • The feedback element indicates the comments users receiveregarding their test results entries and their overallperformance in the application (their self-managementhabits).
• Theachievinggoalselementindicatesoutliningcleargoalsandrulesinthesystem.Goalscouldalsobesetbytheuserorwiththe help of caregivers. These could include self-monitoringblood glucose, such as the frequency of blood testing, andwhetherthepatientkeepsalogofthetestsornot.
• Thebaby steps/tinyhabits element indicates thebreakdownof activities into a sequenceof smaller tasks that are easy toincorporate into the users’ daily routine. This is believed toresult in the adoption of the new “tiny habits” to reach adesired behaviour. This helps in changing behaviour in self-management.
Application Designafeedbacksystembasedonthegoaloftheapp/system.Linkthefeedbacksystemtothepointsandbadges.Setgoalsforuserstoencouragethemtostartwiththeself-managementtasks.Giveuserstheoptiontosettheirowngoals.Rememberthatbreakinggoalsandchallengesintosmallerstepswouldmakeiteasierfortheuserstoadopt.Donotmaketasksandgainingpointsandbadgestoodifficultfortheusertoavoiddecreasingtheirengagementandinterestintheapp/system.Increasethedifficultyastheirexperienceincreases.� Thisthemeiscloselyrelatedtotheself-managementtheme.
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Motivationtheme(intrinsicmotivations,extrinsicmotivations)Definition Themotivation theme includesmotivators thatare innate to the
user and extrinsic motivators. Both types of motivators areimportantinthedesignofgamifiedapps/systems.
Goal Utilizeextrinsicmotivatorstoincreaseintrinsicmotivation.Description • Theintrinsicmotivationelementindicatestheinnatedesireto
performanactivityfortheloveandjoythatitbrings.Intrinsicmotivators could include health, social satisfaction, status,mastery,purpose,acceptance,andcuriosity.
• Theextrinsicmotivationelementindicatestheperformanceofanactivitysolelyfortheexternalrewards,whichcouldincludepoints,rewards,andgainingstatus.Itincludesfourtypes:
o External regulation: results from outward rewards orpunishments.
o Introjection: results from self-esteem issues such asdoing something to avoid guilt or anxiety, or to boostone’sego.
o Identification:occurswhenapersonself-identifieswiththe importance of a behaviour and has accepted it astheirown.
o Integration: external motivation that has beeninternally integrated by the user. This type ofmotivation shares qualities with intrinsic motivation,suchasautonomyandbeingunconflicted.
Application Knowyourtargetaudienceandwhatmotivatesthem.Rememberthattheself-managementtasksthatpatientsshoulddomaynotfeelinherentlyinterestingorenjoyabletothem.Thiscouldbeduetothelackofperceivedautonomyandcompetence,whichareessentialforintrinsicmotivation.Utilizethetypesofextrinsicmotivationsthatcouldpromotemoreactive and volitional (as opposed to passive and controlling)formsofextrinsicmotivation.
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Sustainabilitytheme(trigger,flow,storylineandtheme,andnudge)Definition Thesustainabilitythemeincludeselementsthatensurelongevity
andcontinuoususerengagementandinterest.Goal Ensurethelongevityofthegamifiedeffectandencourage
consistentandbetterself-managementhabits.Description • Thetriggerelementindicatesthevisualoraudiomessagesor
cues that could triggerbehaviour. In the context of the self-managementofdiabetes,atriggercouldbeamessagetotheusertoremindhim/hertoentertestresults,orcommunicatewithothers...etc.
• The flow element represents themental state of absorptionandengagementinanactivityoragame.Intheflowstate,theuser is intrinsically motivated and completely immersed inwhat they are doing. The gamified activities in the self-management application should be designed according tousers’ skill level, thus, gradually increasing the difficulty astheusers’skillsincrease.
• Thestorylineandthemeelementsindicatetheimportanceofcreating a link between the user and the application. Thethemeisthebackgroundthattheusermightconnecttoatthebeginning, whereas the storyline is about controlling theprogress and the arc theuser takes through the experience.These elements also give more meaning to gamificationfeatures,creatingajourneythatmakestheuserpartofitandincreasestheirengagement.
• Thenudgeelementisbasedononeofthetheoriesknowntodrivebehaviour-nudgetheory.Anudgeistheuseofpositivereinforcement and indirect signals to lead to a non-forcedactionbycreatingthesimplestpathtocertainbehaviour.
Application Create a bondwith the user, through introducing a theme andconstructingastorylineintheapp/system,andcreateajourney.Design reminders for the user to log their daily test results byusingtriggerssuchassoundcuesormessages.Nudge the user into the desired behaviours you want them toundertake. For example, showing them the logbook once theysignuptotheapptoencouragethemtofillitinfirst.
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Self-representation(avatars,autonomy,ability,andpurpose)Definition Theself-representationthemesignifiestheimportanceofcreating
alinkbetweentheuserandtheapp.Goal Enhancethegamificationexperienceandefficiencyofself-
management.Description • Theavatarelementmeansprovidingtheuserwiththemeans
to express themselves in terms of allowing them to uploadprofile images, offer predesigned images for them to choosefrom,orallowthemtopersonalisetheirprofiles.
• Theautonomyelementoccurswhentheusershavefullcontrolovertheirchoicesandactivities.
• Theabilityelementsuggests thatdevelopersshouldconsiderthevariedabilitiesofusersandthat theyshouldsimplify thetasksrequired.
• The purpose element indicates that the goal and purpose ofself-managementiscleartotheuser.
Application Givetheuseroptionstoexpressthemselvesinthesystemtohelpthemcreateabondwiththesystem.Rememberthattokeepandenhancetheuser’sintrinsicmotivation,theymustexperiencetheirbehaviourtobeautonomous.Designthechallenges,tasksandothergamificationfeaturesinanobtainableway.Clarifytheimportanceofthetasksandactivitiesintheapp/systemtousers.
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Socializingtheme(community,socialmedia,peer-support,andsharing)Definition Thesocializingthemecoversthesocialandemotionalaspectof
self-managingdiabetes.Goal Provideuserswithacommunitythatcreatesabaseforthe
gamificationfeaturesandoffersthememotionalandsocialsupportfordiabetics.
Description • The community element means creating a network that isheld together by the shared experience of having chronicillnessandthecommongoaloflivingahealthylife.
• Thesocialmediaelementmeansprovidingtheuserwiththechoice to link his/her self-management profile or activitieswith theirother socialmedia accounts suchasFacebookorTwitter.
• The peer-support element indicates the support that isprovided through the community (other users in the app),thesocialmedia(iftheappislinkedtosocialmediasuchasTwitter and Facebook), and the gamified features such asfeedbackandrewards.
• The sharing elements involve providing the user with theoptiontosharetheirtestresults,progressetc.,withothersinthecommunity.
Application Create a community where users can share their experiencesandlearncopingstrategiesfromeachother.Allowuserstolinktheirprofilestotheirsocialmediaprofilesinwhichtheycansharetheirachievementsandrewardswiththeirfamilyandfriendswhoarenotinthecommunity.Link the fun theme, esteem theme, and sustainability themeelements with the community and social media features toenhancethevalue ofrewards,challenges,andcompetition.
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Self-management(logbook,visualizationofdata,andtrendalerts)Definition Theself-managementthemecoverstheessentialelementsofa
diabetesself-managementapp/system.Goal Assistusersinself-managingtheirillnessinanefficientway.Description • Thelogbookisaspacethatallowstheusertokeeplogson
theirtestresults,date/time,foodintake,exercise,howtheyarefeeling,andotherrelevantinformation.
• Thevisualizationofdataelementindicatesturningthedataintheuser’slogbookintovisualrepresentations.Inthisway,theuser can benefit from the accumulated information. Forexample,ausercanseehowwelltheydidinthepastweekormonthusingatableoraspecificgraph.Moreover,thiswouldenablethemtospotpatternseasier.
• Thetrendalertelementindicatestheuseoftheloggeddatatoalerttheuserofanysuddenchangesorworryingresultssuchasextremelows/highsintheirbloodglucose,etc.
Application Createalogbookwhereuserscanenterallthedatatheyneedtosave from their daily medical test results. For example, bloodglucose level, insulin injection, psychological state, food intake,andactivities.Creategraphsandchartsfromthedatasavedbytheuser.Presentthesegraphsinweekly,monthly,andyearlyoptions.Alerttheuserofanytrendssuchasverylow/highbloodglucoseoriftheuserdidnotentertheirtestresultsduringtheday.Considertheprivacyoftheuser’sdata.
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5.3 ValidationoftheGuidelines:Multi-Methods
Thesetofguidelinesisvalidatedusingamulti-methodapproach.Theresultsoftwoqualitative
studiesaretriangulatedforthevalidationoftheguidelines(Figure5-1).Inparticular,interviews
withexpertsfromacademia(withexpertiseingamification,seriousgamesforhealthcare,user
experienceandgamedesign)assessedtheguidelines.Theexpertinterviewswereaimedat
confirmingthattheguidelines,asawhole,arecomprehensive,clear,andreflecttheframework.
Theotherpartofthemulti-methodapproachwasfocusgroups,wheredeveloperswere
interviewedingroupstovalidateanddiscusstheguidelines.Thevalidationhereistoconfirmthe
guidelinesproposed,findoutwhethertheproposedguidelinesarecomprehensive,andtoknow
whethertheproposedguidelinesarepractical.
Figure5-1ComponentsofTriangulationofGuidelinesValidation
Unlikethevalidationoftheframeworkmentionedintheprevioussection,thevalidationofthe
guidelinesconsistedoftwosequentialsteps.First,theexpertinterviewswereconductedandthe
findingswereanalysed.Itwasessentialtogetthefeedbackofexpertsfromacademiaonthe
contentoftheguidelines,andwhetherornottheyreflectedthevalidatedframework.Then,the
guidelinesareupdatedbasedonthefindingsandtherecommendationsfromtheexperts.After
that,thesecondstudytookplace,whereanumberofdevelopersareinterviewedinfocusgroups,
andthefindingswereanalysed.Thisstudywasconductedtoensuretheclarity,usefulness,and
easeofimplementationfordevelopers,whomaretheenduseroftheguidelines.Next,thefinal
versionoftheguidelineswascreated.
TheethicalapprovalforbothstudieswasobtainedfromtheEthicsCommitteeoftheUniversityof
Southamptonpriortoconductingtheinterviews(referencenumber:ERGO/FPSE/20757).
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5.4 Study1:ExpertInterviews
Toensuretheaccuracyandclearnessoftheguidelines,expertsfromacademiaassessedthe
guidelines(study1)andthenthesewerediscussedwithdevelopersinfocusgroups(study2).Itis
worthmentioningthatthegroupofexpertsandthegroupofdevelopersdidnotoverlapinour
study.Moreover,priortoconductingthestudy,pilotingwascompletedwiththreeresearchers
fromtheUniversityofSouthampton.
Inthissection,theinterviewsdesignandprocessbywhichtheywereconductedisdiscussed.
Also,thefindingsoftheinterviewsarepresented.
5.4.1 InterviewsDesignandProcess
Qualitativedatawascollectedthroughexpertinterviews.Theaimoftheinterviewswasto
conductaformativeevaluationoftheguidelinestoensurethattheyrepresenttheframework
accuratelyandcomprehensively.TheexpertswereselectedfromtheUniversityofSouthampton.
Theywereidentifiedandcontactedinpersonorthroughemailbythefirstauthor.Theyarefrom
oneormoreofthefollowingareas:gamedevelopment,userexperience,andgamification.
Asdiscussedearlier(seeSec.3.1.1.1),therearedifferenttypesofinterviews;inthisstudywe
choseasemi-structuredinterview.Ineachinterview,theresearcherstartedbyexplainingthe
backgroundofthestudyandtheframework.Next,theexpertwaspresentedwiththeguidelines,
andwasaskedtoreadonethemeatatime.Then,theresearcheraskedtheexpertanumberof
open-endedquestionstostartaconversation.
Semi-structuredinterviewswereconductedwithexpertsindevelopingappsandgames,experts
indesignanduserexperience,andgameexpertsinacademia.Theinterviewerstopped
conductinginterviewsafterreachingthepointofsaturation.Thispointiswhendatabecomes
redundantandnonewdataarefound(GuestandJohnson,2006;Bodenheimer,2002).Saturation
wasachievedafterinterviewing6experts.
Asmentionedinthepreviously(seeSec.3.1.1.1),thesaturationlevelaffectsthenumberof
participantsinexpertinterviews.Inthisstudy,saturationwasachievedafterinterviewingsix
experts.Thus,nomoreinterviewswereconducted.Moreover,itiscommontohavesmaller
samplesizesinstudieswithmorethanonemethod(Lee,WooandMackenzie,2002).
Thedurationofeachinterviewwas50minutesonaverage,andeachinterviewwasaudio
recordedafterobtainingapprovalfromtheparticipant.Afterthat,theinterviewswere
transcribedverbatimandwereanalysedusingathematicanalysisapproach.Thedatawerecoded
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withtagsthatrepresenttheeightthemesoftheguidelines.Similarsetsofdatawereidentified
andcategorized.
Thefindingsfromtheanalysiswereusedtoupdatetheguidelinesbeforeconductingthesecond
study(focusgroupinterviews).
5.4.2 InterviewsFindings
Inthissection,thefindingsoftheexpertinterviewsarepresented.Thefindingsoftheexpert
interviewsweredividedintoeightsubsectionsaccordingtothethemesofTheWheelofSukr.
TheexpertinterviewswereaimedatconfirmingthatTheWheelofSukrguidelinesasawholeare
comprehensiveandclear,andreflecttheframework(theWheelofSukr).
Theexpertsacknowledgedtheimportanceofintroducingsuchguidelines.Theyprovideda
numberofsuggestionsthatweretakenintoaccount.Overall,theexpertsthoughtthatthe
guidelinesprovidegoodguidancefordevelopersandhaveenoughinformationtohelpthemin
thisarea.Moreover,theysaidthatthewaytheguidelinesarearrangedflowsnicely.Theexpert
commentsandfeedbackaredividedbasedonthethemesoftheframework.
Fun
Thediscussionshowedthatthereisageneralconsensusamongsttheexpertsthatthispartofthe
guidelinesisunderstandable,easytouse,andcomprehensive.Theyalsoagreedthatthepoints
discussedintheguidelinesarefundamentalinmakingtheself-managementexperiencefunand
rewardingasoneoftheexpertssaid:
“Theinformationyouhaveunderthisthemeisappropriate,andinagamification
approachyouneedthesefourelements.Youneedsomethingtowinlikeabadgeor
somethingthatgivestheuserasenseofachievementandthatcanbecomparedand
sharedwithothers.Inthegamificationworldthisispartoftheexperience.Challenges
areimportantaswellbecauseitkeepsthemomentumandkeeppeopleinterestedand
engagedotherwisetheyreachacertainlevelandtheyloseinterest.”
Moreover,theexpertsagreedthattheguidelinesaregeneralenoughtobeusedincreating
differentapps.Asoneexpertstated:
“Itisveryclearanditisnotveryspecificthatitcanonlybeappliedtoasinglecasewhich
isgood.”
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Nevertheless,oneissuethatneededclarificationistheuseofcompetitioninthecontextof
chronicillnessself-management.Competitionshouldnotbeassociatedwiththeself-managing
tasksthemselvesortheresultsofthemedicaltestsbutratherwiththenumberoftimestheuser
interactswiththesystemorthelevelofengagementtheuserhaswiththecommunity,thereby
gamifyingtheexperienceofself-management.Consequently,aclarificationremarkwasaddedto
thecompetitionelementintheguidelines.
Someexpertssuggestedconsideringtheuseofothercoredynamicsorothermanifestationsof
thecollectioncoredynamic.Fromagamedesignpointofview,thebadgesandpointsare
manifestationsofthecoregamedesigncollection.Thismanifestationisthemostusedin
gamificationingeneral.However,thisdoesnotmeanthatdevelopersarelimitedtothisformof
coredesign.Inlightofthisfinding,theguidelinesfortheFunthemewereimproved.Othercore
designelementswerementionedinawaythatisstilltruetotheresearchandtheframeworkof
rewardingtheuser,notjustcreatingagame-likeexperience.Itisimportanttokeepinmindthe
goaloftheFunpartoftheguidelines,whichistomaketheexperienceofself-managingchronic
illnessesefficientwhilebeingenjoyableandpositive.
Esteem
Therewasstrongsupportforthispartoftheguidelinesandthewayinwhichitispresented.This
isevidentfromthecommentsofoneexpert:
“Thewayyoudescribedhowthey[theelements]needtobeimplementedintermsof
theleaderboardandtheprogressbarisaverycoherentwaytorepresenthowto
encourageesteembothinthecommunity(theexternal)andtheinternalintermsof
howthepersonseesthemselvesinthatcommunity.”
Onepointofclarificationisthatitisimportanttoconsiderwhattheusersmightnotwanttoshare
withothers.Forexample,inself-managingdiabetessomepeoplemightnotbecomfortable
sharingtheirbloodglucoselevels.Thisissuewasraisedbyoneoftheexpertsandtheguidelines
weremodifiedaccordingly.
Anotherexpertstressedtheimportanceofcreatingfeelingsofrespectandadmirationforthe
user:
“Ibelievethisisextremelyimportantbecauseofthewaythattheuserneedstoknow
theirprogressandkeeptrack.”
Theexpertalsomentionedthevalueofhavingreputationinthecommunity:
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“Itisalsoimportanttoenabletheusertoberecognizedbythecommunityasa‘super
user’orsomethinglikethat.”
Moreover,itwaspointedoutthatinthechronicillnessescommunitiesthecontentofthistheme
isparticularlyuseful.Thisisduetothefactthatitallowsthosewhodowellinself-managementto
beanexampletoothersandinspirethemwithoutpointingouttootherusersthatyouhavetobe
likehimorher.Astheexpertsaid:
“Thosewhokeeptrackoftheirself-managementactivitiesanddowell,theywillbecome
anexampleandanencouragementtoothersinthecommunity,anditwillhappen
naturally.”
Additionally,onusinganappforself-managementthathastheelementsoftheEsteemtheme,
theexpertsaid:
“Inthisenvironmentthemotivationcouldbeevenstrongerthanthatof[other
entertainmentgames]becauseitisrelatedtousers’health.”
Growth
Theimpressionaboutthispartoftheguidelineswasverypositive.Expertsacknowledgedthatthe
guidelinesareeasytounderstand,comprehensive,andreflecttheWheelofSukr.Thisis
exemplifiedinwhatoneoftheexpertsstated:
“Iagreewiththeelementsthatyougot...andthewayyouwanttolinkthesystemtothe
pointandbadgessothatthepersoncanseehimselforherselfgrowingintermsof
changingtheirbehaviourandstarthavingmorecontrol.”
Regardingtheelementsrelatedtoachievinggoalsandbabysteps(tinyhabits),oneexpertsaid:
“Weneedacombinationofdifficultandeasytasksfortheuser,andthelevelof
difficultyneedstoincreaseinordertoretainengagement.Thisisbecauseiftheuser
startsbecominganexpertinwhattheydoandtheymanagedtochangeatinyhabit
thensurelyyouwanttoincreasethedifficulty.”
Motivation
Theexpertsagreedonthecomprehensivenessandclarityofthecontentofthisguideline.One
experttalkedaboutlinkingintrinsicmotivationtotheapporsystemtohelpusersunderstandthat
thereasontheyarefeelingbetterisbecauseofwhattheyaredoingintheapp.Thiscouldbe
donethrough:
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“...promptingpeopleyoucanimaginehavingthingslike‘Ohthisweekyoumanagedto
dobetterthanyoudidlastweek.’”
Moreover,oneoftheexpertsdiscussedtheageaspectandsaid:
“Icanseethisworkingforbothchildrenandadults.Thebadgesworkforallagegroups.
Perhapsthecolourswouldchangeandthethemebuttheelementsworkwellforallthe
ages.”
Overall,themotivationguidelineswereclearandcomprehensive.Thisisexemplifiedinwhatone
oftheexpertsaid:
“Youhaveconsideredtwoveryimportantcomponentsofmotivation.Theonethat
comesfromwithinandtheonethatIcandevelopfromeitherwhatIseeorthatcan
hopefullyfeedmyinnermotivation.”
Theexpertcontinuedbysayingthatusingbothtypesofmotivationwouldleadtoincreased
engagement(“insomethingthatisinterestingandfun”),aswellasallowinguserstogrow(“so
thattheirinnerselfcanbetrulymotivatedandkeepgoodhealthandtheactivitiesofself-
management”).Thus,nochangesweremadetothemotivationguidelines.
Sustainability
Thecommonviewpointamongtheexpertswasthatthecontentofthisguidelineis
comprehensiveandclear.Theyexpressedastrongviewthatthisthemeisaveryimportantpartof
theguideline.Expertsindicatedtheimportanceofremindingtheusertousetheapporto
performtheself-managementactivitiesthroughusingtriggers,whichcouldbeintheformoftext
orsounds.
Thestorylineandthemeelementsreceivedthemostattention.Oneexpertexpressedenthusiasm
aboutthestorylineelementbysaying:
“Itisveryimportant-Ireallylikethiselementinthistheme.Itisthewaytoactually
makeit[theexperienceofself-managing]meaningful.Itcreatesthecontextwhereyou
canjumpintothatworldand‘findthemagic.’”
Anotherexpertlinkedthestoryelementbacktointrinsicmotivation:
“InintrinsicmotivationyouseemlikeyouaretryingtosayIwanttopointouttopeople
thatthesethingsarebeingbeneficialtotheirhealth,whichyoumightcommunicatevia
storyoryoumightcommunicateviasomeothermeans.”
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Theexpertcontinuedsayingthatthestorylinecouldbeusedasamotivatorinthiscontext.
Anotherexpertsuggestedthatweseparatethedefinitionofthestorylineandthemes.Regarding
thedifferencebetweenthe2elements,theexpertsaidthatthethemeis:
“thebackgroundthattheusermightconnectto,tobeginwith”
whilethestoryline
“isaboutcontrollingprogressandthearctheplayertakesthroughtheirexperienceand
onthatnoteitmightbeimportanttothinkaboutwhatisthearcfortheuserforthis
system.”
Furthermore,theexpertdiscussedthewaythedeveloperwillimplementthestoryline.They
indicatedthatthedevelopermustknowtheexpectedpaththeuserwilltaketobeableto
managetheirchronicillnessinagoodway.Theyalsomustknowthepaceandthestructureofthe
storythattheyaregoingtouse.Theyalsomustconsiderthearcandstructureofthestoryand
howitwillbeconnectedtothegameinordertocreateengagement.Astheexpertsaid:
“Theideaisthatatthebeginningyougettheuserorplayersattentionandgetthem
engagedintheexperience,andthenyourelaxthatbecauseyougetimpactwiththe
userwhenyouhaveacceleration.Youhaveseriesofmicroclimaticbeforeyouhavethe
bigclimaxattheendandthenrelax.”
Moreover,thestandarddesignpracticewithregardtopacingandstorystructureshouldapply.
Self-Representation
Theexpertsagreedthatthecontentofthisguidelineiseasytounderstandandcomprehensive.
Theyagreedthatitisimportantfortheusertobeabletochangetheiravatarinawaythat
enablesthemtoidentifywiththeapp.Givingusersawaytoexpressthemselveswouldpossibly
increasetheirinvestmentintheapp.
Theautonomyelementisimportantinthecontextofself-managingchronicillnessesbecause
givingtheusercontrolovertheirchoicesandactivitiescouldleadtopatientempowerment.As
oneoftheexpertssaid:
“Howincontrolyouareinaprocess,Icanseehowthatisimportanttopeople
managingconditionswiththesekindsoftechnology.”
Socializing
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Thegeneralreactiontothisthemewasverypositiveaswell.Theexpertsthoughtthatthispartis
straightforward,easytounderstand,andcomprehensive.Asoneofthemsaid:
“Iagreewitheverythinghere,becauseIcanseethatonTwitterandsocialmediayou
therearegroupsforallchronicconditionsandpeoplegettogether,theysupporteach
othertheyunderstandtheygothroughthesamethingandtheyarethereforeach
other.”
Theexpertcontinuedtosaythatpeersupportspecificallyisveryimportantinthecontextof
gamifyingtheself-managementofchronicillnesses.Theexpertsaid:
“...Wefeelconnectedwithsomeonethatweknowunderstandsbecausewearegoing
throughthesamethinganditisdifferenttohearitfromsomeonewhoisspeakingfrom
adifferentplace.”
Self-Management
Theexpertconsensusontheguidelinesfortheself-managementthemewasthatitis
comprehensiveandclear.Asoneexpertsaid:
“Iagreewithalltheelementsandespeciallythealertelement,whichIthinkisvery
importantbecauseitisrequiredtohelpthosewhowanttolearnhowtoself-manageor
toguidethemonwhattodo.”
Regardingthealertelement,expertsagreedonitsimportanceinthecontextofself-managing.As
oneexpertsaid:
“Wetendtothinkaboutself-management‘ohyouareindependentyoudon’tneed
help’,butthisisnotthecase;itisjustthatthepersonispreparedtoknowwhoto
contactandhowtofollowthenecessarystepstofollowtokeeptheconditionunder
control.Soanalertisveryimportant.”
Oneexpertlinkedthisthemetotheesteemthemebysaying:
“Youareessentiallytalkingaboutcommunicatingtwotypesofinformation.Oneisabout
thestatusofthesystemandthe“game”anditiscoveredbytheEsteemtheme.The
otheroneabouttheunderlyingstatusoftheirillness.”
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5.5 Study2:FocusGroupInterviews
Inthissection,thefocusgroupinterviewsdesignandprocessisdiscussed.Thenthefindingsof
thestudyarepresented.
5.5.1 FocusGroupInterviewsDesignandProcess
Inordertoavoidcreatingasetofguidelinesfromtheperspectivesofresearchersalone,itwas
essentialtotaketheopinionsoftheintendedusersintoconsideration,i.e.thedevelopers.The
focusgroupmethodwaschosentogatherinformationandtheopinionsofdevelopersonthe
clarity,usefulness,andeaseofimplementationoftheguidelines.Inparticular,thefocusgroup
interviewswereconductedtofindouttheclarityofthecontentoftheguidelines(suchas
definition,goals,etc.)forthedevelopers.Also,tofindoutifthedevelopersthoughtthatthe
guidelinescouldpotentiallyhelpthemincreatinggamifiedappsfortheself-managementof
chronicillnessesandtoassessifdevelopersthoughtthatimplementingTheWheelofSukrintoan
appwouldbefeasibleandiftheycouldthinkofpracticalwaystogamifyappsbasedonthe
guidelines.
TheselecteddevelopersarePhDresearchersandpostdoctoralresearchersincomputerscience,
Webtechnology,andsoftwareengineeringattheUniversityofSouthampton.Whenacandidate
participantwasapproached,theywereaskediftheyhadexperienceindevelopingappstobe
includedinthestudy,regardlessoftheirlevel.Twentyexpertswereapproachedbyemailandin
personandaskedtotakepartinthestudy;fifteenofthemconfirmedthattheywould.
Inthisstudy,fivefocusgroupswereconducted.Eachoneconsistedoftwotofourdevelopers,
resultinginfifteenparticipants.Afterconductingthefivefocusgroupinterviews,thepointof
saturationwasreachedwherenonewdatawerefound.Themaincriterionforchoosingthe
samplewasthattheyhaveexperienceindevelopingapplications(Tessmer,1993).Thesample
alsoconsistedofdeveloperswithexpertiseinsoftwaresustainability.
Eachfocusgroupsessionstartedwithgivingthedevelopersanoverviewoftheresearch,andwhy
theywerechosentoparticipate.Next,developerswerepresentedwiththeguidelinestoreadand
understandthem.Afterreadingeachtheme,thedeveloperswereaskedtoratetheguidelinesfor
thatthemebasedonthreeaspects:clarity,usefulness,andeaseofimplementation.Inparticular,
theywereaskedtochooseascorefrom1to9(1beingnegativeand9beingpositive).Then,they
wereaskedtodiscusstheguidelinesandraiseanyconcernsaboutthecontent.
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Attheendofeachfocusgroupsession,snap-shotsofanapplicationfortheself-managementof
diabetes,whichwasarbitrarilychosenanddoesnotcontainanygamification,werepresentedto
thedevelopers.Theywereaskedtousetheguidelinestosuggestimprovementtotheapp.
Thefocusgroupinterviewslasted60to90minuteseach.Theinterviewswereaudiorecorded
afterobtainingtheconsentoftheparticipants.Theinterviewsweretranscribed,andanalysed
basedonthethemesoftheframework.
5.5.2 FocusGroupInterviewsFindings
Inthissection,wepresentthefindingsofthefocusgroupdiscussionswithdevelopers.As
explainedearlier,thedeveloperswerehandedthesetofguidelinesandsnapshotsofanon-
gamifiedappforself-managingdiabetes.Theywereaskedtoreadtheguidelinesanddiscuss
themtheme-by-theme.Afterreadingeachtheme,theywereaskedtorateitfrom0to9(0the
lowestratingand9thehighest)intermsofclarity,usefulness,andeaseofimplementation.The
averagescoresofeachthemecontainedintheguidelineareshowninTable2.Itshouldbenoted
thatthesescoresreflecttheopinionsofthedevelopersontheguidelines.Clearly,theresults
showaverypositiveopiniontowardthem.
Table5-2ScoreTable(Ratingsfrom0-9)
Clarity Usefulness Easeof
implementation
Fun 7.5 7.7 7.1
Esteem 7.1 7.3 7.1
Growth 7.1 7.7 7.3
Motivation 6.1 7.7 5.5
Sustainability 7.8 8.1 7.5
Self-representation 7.5 7.8 7.9
Socializing 8.1 7.9 8.0
Self-management 8.3 8.2 8.4
Thefindingsofthefocusgroupinterviewsweredividedintoeightgroupsfollowingtheeight
themesofTheWheelofSukr.
Fun
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Oneofdevelopersaid:
“IhaveverylittlebackgroundingamificationbutnowIcanreadthisandunderstand
whattheseelementsare,andwhatIamsupposedtodo.”
Anotherdevelopersaid:
“Yourguidelinesadaptwithwhatexistnow[intheareaofWebandappdevelopment]
anditisveryclear....ourlivesdependoncollectingpointsandrewards.”
ItwasevidentthattheFunthemeelementsareveryclearasmanyofthedevelopersmanagedto
relatetheseelementstoappsthattheyhavebeenusing,inparticularhealthandfitnessappsin
whichgamificationaspectshavebeenused.
Thenotionofsharingachievementsbetweenusers,whichwasmentionedintheApplication
sectionofthefuntheme,neededsomeclarification.Inparticular,theresearcherexplainedthat
theachievementelementdoesnotinvolvesharingprivatemedicalresults.Instead,itconcerns
sharingthepointscollectedorbadgesasaresultofgoodself-managementpractices.
Consequently,theguidelineswereupdatedwiththisclarification.
Overallthedevelopersweresatisfiedwiththefuntheme.Onedevelopersaid:
“Fromadeveloper’spointofview,Ithinktheseprovidegoodguidelines;thingstokeep
inmindwhiledesigningyourapp.”
Anothersaid:
“Theguidelinesaregeneralenoughtohelpdeveloperscreatedifferentgamifiedapps.”
Esteem
Theclarityofthethemeisexemplifiedbywhatonedeveloperstated:
“Ithinkitisclearanditgoeswellwiththefuntheme.”
However,onepointthatneededclarificationistheleaderboard.Theinterviewerexplainedthatit
isnotcalculatedbasedontestresults(e.g.,thebloodglucosetestresults),butitisbasedonthe
activitiesofself-management(thetasksrequired)(e.g.,thenumberoftimestheuserentered
theirtestresultsorthenumberoftimestheuserachievedtheirgoals).Asindicatedinthe
guidelines,thedevelopercanaddtothisorchangetheleaderboardmechanismaslongasthey
keepinmindthesensitivityofthedatacollectedanddonotcompareusersbasedontheirtest
entries(e.g.,theirbloodglucoselevels).
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Growth
Onedevelopersaid:
“Thisisformequiteusefulandthedescriptionisclear”
ThisisinaccordancewiththegeneralimpressionoftheotherdevelopersascanbeseeninTable
2.Onepointthatneededclarificationisthatfeedbackdoesnotmeanfeedbackfromotherusers;
thistypeoffeedbackcouldbeapartofthesocializingthemeasamatterofpeersupport.The
feedbackreferredtohereisfromtheappitself.Forexample,whentheuserlogstheirtestresults,
adoctorcharacteroranothercharactercanshowupandreassuretheuserthattheyaredoinga
goodjob,oritcouldsimplybeanotificationthatappearscontainingarelevantmessage.
Motivation
Next,eventhoughtheeaseofimplementationforthemotivationthemewaslowcomparedto
theotherthemes,developersmanagedtocomeupwithanumberofexamplesonhowto
implementintrinsicandextrinsicmotivationsaftersomediscussion.Oneoftheexamplesgivenby
developerswasaskingtheuserabouttheirfavouriteanimal,whichwouldbetheircompanion
throughouttheapp.Theonlywaytotakecareoftheircompanionisbyloggingtheirdataand
performingtheself-managementtasks.Anotherexamplewastoprovideuserswithtipsand
informationonhowtomaintainahealthylifestyle,whichcouldenhancetheirmotivation.
Overall,developersfoundtheguidelinesofthemotivationthemeuseful.Asonedevelopersaid:
“Theinformationisusefulforthedeveloperthattherearetwotypesofmotivationthat
theycanimplement.”
Sustainability
Thedevelopersmentionedthechallengeanddifficultyofcarryingouttheelementsofthe
sustainabilitythemeandhowtheguidelinesarehelpful.Theythoughtthatiftheseelementswere
includedinsomeoftheappstheyhaveused,theywouldhavecontinuedusingthem.
Thetriggerandnudgeelementsneededsomeclarification,asoneofthedeveloperscouldnot
distinguishbetweenthetwo.Thus,thedescriptionofbothelementsintheguidelinewasedited
toeliminateanyfuturemisconceptions.Thetriggerelementoccurswhenapersonisremindedto
performbehaviourthroughvisualoraudiocues.Ontheotherhand,thenudgeelementispositive
reinforcementandanindirectsignaltowardanunenforcedact.
Thesatisfactionwiththisthemeissummarizedwiththefollowingstatement:
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“Thedescriptionofthestorylineandthemeisveryhelpfultome.Andforthenudgeitis
usefulbecauseeverytimetheuserusestheapptheygettoentertheirglucoselevel,
whichcanhelptheuserslogeverythingdailyandveryintuitively.Alsotheremindersare
usefulforusers,soiftheyforgottouseittheywillremember.SoIthinkthisisvery
clear!”
Self-Representation
Inthissection,theabilityelementneededsomeclarification.Thus,itwasclarifiedtoshowthat
whendesigningtasksorchallenges,thedevelopershouldconsiderthevariedabilitiesofusers.
Forinstance,someusersmightfinditdifficulttoperformcertaintasks.Therefore,simplifyingthe
tasksishighlyrecommended.Onusingavatars,onedevelopersaid:
“Itcreatesalinkbetweentheuserandappandletstheuserengagewiththeapp
more.”
Overall,developersagreedthattheself-representationpartisclear(seeTable2).Asoneofthe
developerssaid:
“ItcompletelyconnectswithwhatwehavebeendiscussingandIknowhowto
implementeverythinghere.”
Socializing
Atthisstagesomedevelopersstartedtoseeconnectionsbetweenthedifferentthemesofthe
wholesetofguidelines.Asonedeveloperstated:
“Thishelpsmeunderstandthefunthemeandesteemthemebetterbecauseitmeans
peoplewillsharetheirachievementssotheycanengagemorewiththeapp.”
Otherdeveloperssupportedthenotionthatthesocialaspectenablesuserstonotonlysharetheir
achievementwiththeirpeersbutalsowithfamilyandfriends.Thiswassummarizedinthe
followingstatement:
“Itisusefultobeconnectedwithfamily,andtheycanseeyourprogressandtheywill
commentpositivelyandthenyouwillfeelbetter.”
Overall,thedevelopersdidnotraiseanyissuesregardingthisthemeandhencenomodifications
weremade.
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Oneofthedeveloperssaid:
“Thepointsarequiteclear,andIliketheideaofaddingthevisualizationaspectbecause
obviouslytheycanclearlyseethetrends.”
Anotherdeveloperstated:
“Ithinkthisisimportant.Thelogbookwillhelpuserschecktheirprogress,andthe
visualizationwouldgiveusersastraightforwardimpressionontheirprogress.”
Theconceptscontainedinthisthemewerefamiliartomanyofthedevelopers,assomeofthem
expressedthattheyhaveappliedmanyofitselementsindevelopingprojectsthattheyhave
workedonpreviously.Noclarificationwasrequiredforthistheme,andhencethecontentofthe
guidelineshasnotbeenchanged.
Finally,attheendofeachfocusgroupsessiondeveloperswerepresentedwiththesnapshotsofa
non-gamifiedself-managementappfordiabetes.Theywerethenaskediftheycouldusethe
guidelinestosuggestwaystoimplementgamificationinthisapp.Itwasnotedthatdevelopers
wereconfidentthattheguidelineswouldenablethemtotransformanon-gamifiedappintoa
gamifiedone.Thisincludesthosedeveloperswhohadsomemisconceptionsonsomeofthe
elements(beforebeingclarifiedbytheinterviewer).
5.6 Discussion
Theuseofgamificationforhealthcarepurposespresentsatoolthatcouldenhancepatientself-
care(Mccallum,2012;Primacketal.,2012;Kingetal.,2013).Gamificationcouldbethoughtofas
amotivationaltoolandincorporatesanumberofbehaviouralchangemethods(Cugelman,2013;
Hamari,KoivistoandSarsa,2014;El-Hillyetal.,2016).Inthecontextoftheself-managementof
chronicillnesses,gamificationcouldturndailytasksofself-managinganillnessintoarewarding
andengagingactivity(Kingetal.,2013).However,asmentionedintheintroduction,thereisa
shortageinspecificframeworksanddeveloperguidelinesinthisarea.Currentimplementationsof
gamificationinhealthcaredonotfollowanyspecificguidelines(SeabornandFels,2014).Hence,
thisworkfillsthegapbyprovidingasetofguidelinesfordevelopers.
Beforethecreationoftheguidelinesaframeworkfortheself-managementofchronicillnesses
(TheWheelofSukr)wasintroduced(seeCh.4).Theframeworkcombinesgamificationwith
behaviourchangemethods,andtheself-managementofchronicillnesses.Itfilledagapthat
existedintheliterature.TheframeworkwasdiscussedwithexpertsasmentionedinCh.4.The
expertssupportedtheneedfortheincorporationofgamificationinthisareainthewaypresented
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intheframework.Thisisbecauseofthepotentialbenefitsthatgamificationcanhaveontheself-
managementhabitsofindividualswithdiabetes.Moreover,theconceptsoftheframeworkwere
supportedbyindividualswithdiabetes(basedinSaudiArabia),andthestudy(inCh.4)showed
thattheframeworkcanpotentiallysatisfytheirneeds.However,inordertoenabledevelopersto
accuratelyincorporatetheconceptsoftheframeworkintoanapp,itwasessentialtocreateaset
ofdeveloperguidelinesthatreflecttheframeworkinaclear,comprehensive,easytouseway.
Inthischapter,wepresentedasetofguidelinesfordeveloperstogamifytheself-managementof
chronicillnesses.Theguidelinesarebasedonthe8themesofTheWheelofSukrframeworkalong
withtheirelements.Themethodschoseninthisstudyareexpertinterviewsandfocusgroup
sessionswithdevelopers.Interviewswerechosentoenablein-depthdiscussionandassessment
oftheguidelines(KaplowitzandHoehn,2001).Theintervieweescamefromdifferent,but
relevant,backgrounds.Thisputstheminapositiontogivevitalfeedbackontheguidelinesbased
ontheirexpertise.Likewise,theinputfromdeveloperswasnecessarytoensurethatthetarget
groupoftheguidelines(i.e.,developers)cancomprehendthecontentoftheguidelinesand
indicatesthattheyareusefulandeasytoworkwith.Toaccommodatethedifferentlevelsand
backgroundsofthesedevelopers,afocusgroupmethodwasmostsuitable(Asbury,1995).
Indeed,thedevelopersmanagedtodiscusstheguidelinesamongthemselvesandanswereach
other’sconcernsandquestions.
Thefindingsofbothstudies(theexpertinterviews,andthedeveloperfocusgroupsessions)show
thatthereisagreatdealofsupporttothesetofguidelinesfrombothexpertsanddevelopers.
Theexpertinterviewsensuredthatthecontentoftheguidelinesreflecttheframeworkandare
comprehensiveandsound.Additionally,thefocusgroupsessionswithdevelopers,whoarethe
enduseroftheguidelines,showedthattheyagreeontheontheclarity,usefulness,andeaseof
implementationoftheguidelines.Itisworthwhilementioningthatthevalidationoftheguidelines
wascarriedoutintwosequentialsteps.Theguidelineswereupdatedonthelightofthefindings
ofthefirststudy,andthenconfirmedbythesecondstudy.
Thein-depthdiscussionswithexpertsfromacademiainthefieldsofgameandappdesignand
userexperienceindicatedthattheguidelinescoveradequateinformation.Theyalsonotedthat
theguidelineswouldbeusefulfordevelopersofself-managementapps.Moreover,theexperts
discussedtheimportanceoftheelementsintheguidelines.Inparticular,theexpertsagreedthat
thethemesencapsulateimportantpartsofthecreationofagamifiedexperience.Theyagreed
thateventhoughthereareothercoredynamics,PBL,competitionsandchallengesarerelevantin
theself-managementofchronicillnesses,whileothersmightnotbeduetothesensitivityofthe
subject.Furthermore,therewasanagreementamongexpertsthattheseelementswouldenable
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developerstocreateappsthatbringapositivespinonthedailyself-managementtasksofa
chronicillnesses.
Furthermore,thefocusgroupsessionswithdevelopersshowedthattheguidelinesmaywellbe
usefulincreatinggamifiedself-managementappsforchronicillnesses.Theconsensusamongst
developerswasthattheguidelinesareclear,easytounderstand,andachievable.Thiswas
evidentwhendeveloperswereshownaself-managementappthatdoesnotincludegamification
elementsandtheymanagedtousetheguidelinestosuggestspecificwaystoimplement
gamificationintheapp.Moreover,theywereabletodiscussthethemesoftheguidelinesand
drawsimilaritiesbetweenthemandsomeoftheappsthattheyuse.Thisindicatestheclarityand
easeofuseofthesetofguidelines.Additionally,thedevelopersfoundthattheguidelinesare
generalenoughtoenablethemtoincorporategamificationintoself-managementappsfor
differentchronicillnesses.Thisfillsthegapintheliteratureregardingthelackofguidelinesinthis
area.
Overall,therewasanagreementfromparticipantsinbothstudiesthatsuchguidelinesare
neededinthisarea.Thisisalsosupportedbytheliteraturefindings,wheresomeresearchers
arguedthatthecurrentimplementationsofgamificationinhealthcaredonotadheretostandard
guidelines(Lister,West,Cannon,SaxandBordegard,2014).Additionally,itwassuggestedthat
gamifiedappsdonotreflectthetheoreticalframeworksandapproachesfoundintheliterature
(SeabornandFels,2014).Intheirpaper,SeabornandFels(2014)arguethattheoreticalworkis
notstudiedempiricallyandthattheappsandsystemsthatappliedsomeofthetheoriesdidnot
testtheirvalidityempirically.However,giventhatgamificationisstillconsideredtobeatanearly
stageintermsofbeingappliedtotheself-managementofchronicillnesses,theremustbea
startingpoint,andatheoreticalframeworkalongwithcomprehensiveguidelinesisneeded.
Finally,itisworthmentioningthatNielsen(1994)pointedoutthatdeveloperscouldfeel
intimidatedbylongguidelines(1000rulesforexample),soitwasimportanttotaketheopinions
ofthedevelopersontheguidelinesandwhethertheyfinditusefulandclear.Thedevelopers
agreedthatthesetofguidelinesisconciseandisnotintimidating.
5.7 Summary
Thischapterpresentedguidelinesforthedevelopmentofgamifiedself-managementappsand
systemforchronicillnesses.TheWheelofSukrframeworkwastranslatedintoasetofguidelines
fordevelopers.Thesetofguidelinescontainedeightthemes:fun,motivation,growth,self-
representation,self-management,sustainability,esteem,andsocialising.Eachthemeofthe
guidelineswasdividedinto5parts:thethemeanditscorrespondingelements(fromTheWheel
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ofSukr),definition,goal,description,andapplication.Theguidelinesweredesignedsuchthat
theyreflecttheframeworkaccurately,comprehensively,andbeclear,easytoimplement,and
useful.
Thesetofguidelineswasvalidatedusingamulti-methodapproachthattriangulatedexpert
interviewsandfocusgroupinterviewssequentially.Thecontentoftheguidelineswasdiscussedin
depthwithexpertsfromacademiausingsemi-structuredinterviews.Theexpertshadexperience
intheareasofgamedevelopment,userexperience,andgamification.Thefindingsfromthe
expertinterviewssuggestedthattheguidelinecontentiscomprehensiveandreflectstheWheel
ofSukr.Moreover,theexpertsgavesuggestionstoenhancetheguidelinesandthoseweretaken
intoconsiderationtoupdatethem.Therewasconsensusfromtheexpertsthattheguidelinesare
important.
Afterthat,theupdatedversionoftheguidelineswasdiscussedwithdevelopersinthefocusgroup
interviewsessionstoensuretheclarity,usefulness,andeaseofimplementationoftheguidelines.
Thefindingsofthefocusgroupinterviewsshowedthatthereisanoverwhelmingagreement
amongthedevelopersthattheguidelinesareuseful,easytoimplement,clear,andcanbeapplied
tocreateself-managementgamificationapps.
Providingthevalidatedsetofguidelinesfillsthegapintheliteratureandsetsthestageforfuture
studies.
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Chapter6: Conclusions
Inthisthesis,theconceptofgamification,whichborrowsfromgamesbutisnotagamebyitself,
wasaddressed.Gamificationusesrewards,theurgeforrecognition,andtheneedforinstant
positivefeedbackinhumannaturetoenhancemotivation,increaseengagement,andpromote
changeinbehaviour.Asdiscussedintheliteraturereview,gamificationhasbeenreceivingagreat
dealofattentioninbothindustryandacademia,andithasbeenappliedinmanyfieldsincluding
healthcare.However,thereisstillalackofframeworksandguidelinesforitsimplementationin
theself-managementofchronicillnesses.
Diabetesisoneofthemostcommonchronicillnessinmanycountries.Self-managingdiabetesisa
continuouseffortthataimsatmanagingandsustainingtheadvisedlevelofbloodglucoseand
avoidingcomplicationsinordertoleadahealthylife.Thenatureoftheself-managementof
diabetescouldcreateastrainonindividualswithdiabetes.Monitoringbloodglucose,adheringto
medication(insulin),maintainingahealthydiet,managingsocialpressures,andotherchallenges
ofself-managementcouldhaveatollondiabeticindividuals.
Incorporatinggamificationintotheself-managementofdiabetescouldhavepositiveimpactson
individualslivingwiththeillness.Gameelementsandthepsychologybehindgamificationcould
helptoincreasethemotivationandengagementofindividualswithdiabetesintheirdailyself-
managementprocess.Itcouldalsoturnthetediousandrepetitivetasksofself-managementinto
arewardingandengagingactivity.
Moreover,theliteraturereviewcoveredthethreemainareasofresearch:gamification,the
psychologybehindit,andtheself-managementofdiabetes.Thegapintheliteraturewas
identifiedasthelackofframeworksandguidelinesforthegamificationoftheself-management
ofchronicillnesses.Thefirstaimofthethesiswastoprovideanappropriateframeworkforthe
gamificationoftheself-managementofdiabetes.Thesecondaimofthethesisinvolveddesigning
asetofguidelinesfordeveloperswhowanttoincorporategamificationinappsfortheself-
managementofchronicillnesses.
Thefirstpartofthethesissetouttodevelopaframeworkthatappliestheconceptofgamification
intheself-managementofchronicillnesses,specificallydiabetes.Basedontheliteraturereview
findings,twenty-eightelementsweresynthesisedintoeightthemestocreatetheframework:The
WheelofSukr.Tothebestofourknowledge,thisisthefirstframeworkthatistargetedtowards
theself-managementofchronicillnesses.Itcombinesgamification,behaviourchangemethods,
andself-managementpractices.
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TheWheelofSukrconsistsofeightthemes,eachencompassinganumberofelements:
• Theself-managementtheme,whichincludesthefollowingelements:logbook,
visualisationofdata,andtrendalerts.
• Thesocialisingtheme,whichincludesthefollowingelements:community,socialmedia,
peer-support,andsharing.
• Theself-representationtheme,whichincludesthefollowingelements:avatars,
autonomy,ability,andpurpose.
• Thefuntheme,whichincludesthefollowingelements:badges,points,challenges,and
competition.
• Theesteemtheme,whichincludesthefollowingelements:leaderboards,levels,progress
bar,andreputation.
• Themotivationtheme,whichincludesthefollowingelements:intrinsicandextrinsic
motivation.
• Thesustainabilitytheme,whichincludesthefollowingelements:trigger,flow,storyline
andthemes,andnudge.
• Thegrowththeme,whichincludesthefollowingelements:feedback,achievinggoals,and
babysteps(tinyhabits).
TheWheelofSukrframeworkisillustratedinFigure4-3.Theframeworkisintheshapeofa
wheel,whichwaschoseninordertoreflecttheimportanceofallofthethemestogether.The
themesandtheirelementscombinedcreateagamifiedenvironmentthatcouldimprovetheself-
managementexperienceofindividualswithchronicillnessesandmakeitaneasierandmore
enjoyableactivity.
ThevalidationprocessofTheWheelofSukrwasdonethroughamixed-methodapproach.This
consistedoftwostudies:thefirstinvolvedexpertinterviewsandthesecondtooktheformofa
self-administeredquestionnaire.
Inthefirststudy,expertinterviewswerecarriedoutwitheightexpertstovalidatetheproposed
frameworkfromthreedifferentperspectivesthatreflecttheareasofresearch(i.e.gamification,
behaviourchange,andself-managementofdiabetes).Theexpertsinthestudywerecarefully
selectedfromthreemainfields:
• DiabetesdoctorsandeducatorsbasedinSaudiArabia.
• PsychologistsandpsychiatristsbasedinSaudiArabia.
• GamificationexpertsfromtheUniversityofSouthampton.
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Sincethisthesisisconcernedwiththegamificationoftheself-managementofchronicillnesses,it
wasnecessarytointerviewexpertsfromthemedicalfield.Thisisbecausetheyunderstandwhat
isneededtoself-managetheillnessproperly.Theyalsohaveanimmediateunderstandingofthe
strugglesthatindividualsfacelivingwithdiabetes(theirpatients)intermsofself-managingthe
illness.Moreover,thepsychiatristsandpsychologistswouldunderstandthepsychologicalsideof
gamificationandtheframeworkinvolvingtheuseofmotivationandbehaviourmethods,andthe
importanceofpeer-support.
ThesecondstudyconductedtovalidateTheWheelofSukrwasanonlineself-administered
questionnaire.ThequestionnairewasfilledinbyindividualswithdiabetesbasedinSaudiArabia.
ThequestionnaireconsistedofaLikertscaleincludingthirty-fourstatementsthatcoverthe
conceptsbehindtheframework’sthemes.
Forty-twoindividualsparticipatedinthestudy.However,thehighstigmaarounddiabetesinSaudi
Arabiacouldhaveresultedinmanypeoplenotwillingtotalkabouttheirillness,anditwas
difficulttoreachalargernumberofparticipants.TheexistenceofstigmaarounddiabetesinSaudi
Arabiawassupportedbythemedicalexpertsinthestudy,whoindicatedthatindividualswith
diabetesdonotusuallyparticipateingroupeventsfordiabetes.Theyalsoindicatedthatstigma
influencestheirdailyself-managementnegatively.
Nevertheless,itwasessentialtoconductthisquestionnaireandtakeintoaccounttheviewsofthe
targetaudienceonthegamificationoftheself-managementofchronicillnesses.Itwasalso
importanttoundertaketheinterviewswiththeexpertsfromthethreegroupsasindicatedearlier.
Bothstudiescombinedprovidedawell-roundedviewregardingtheuseofgamificationinthis
areaandalsovalidatedtheframework.
Theinterviewsweretranscribedandanalysedusingthematicanalysis,whilethequestionnaire
resultswereanalysedusingthestatisticalonesamplet-test(2-tail)method.Theresultsofboth
studiesvalidatedthethemesoftheframework.Thefindingsofbothstudiessuggestthatthereis
ageneralacceptanceofthenotionofgamifyingtheself-managementofdiabetes.Thestudies
alsoshowthatthethemesofTheWheelofSukrcouldcontributetoimprovingtheexperienceof
theself-managementofchronicillnessesforindividualswithdiabetes.Thisframeworksetthe
stageforcreatingspecificguidelinesforgamificationinthisarea,whichisthesecondaimofthe
thesis.
Inparticular,afterthevalidationofTheWheelofSukrframework,itwastranslatedintoasetof
guidelinesfordeveloperstoaidtheminthedevelopmentofgamifiedself-managementappsand
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systemsforchronicillnesses.Theframeworkconsistedofeightguidelinesbasedonthethemesof
TheWheelofSukr.Eachoneoftheguidelineswasdividedintofiveparts:
• Theme:ageneralconstructcontainingelementsthatsharethesamegoal.
• Definition:Thegeneralideaofthethemeisdefined.
• Goal:Thepurposeofthethemeanditselementsarestated.
• Description:Thethemeanditselementsareelaborated.
• Application:Thethemeistranslatedintopointerstohelpinitsimplementation.
Thesetofguidelinesweredesignedinawaytoenabledeveloperstotailorthethemestotheir
individualprojects(i.e.thegoals,objectives,andtheusersoftheirapp).Forexample,developers
couldimplementdifferenttypesofbadgesandpointsmoresowhentheyaretargetingyoung
usersthanwhentargetingadults.
Thevalidationofthesetofguidelineswascarriedoutusingamulti-methodapproach.Itconsisted
oftwosequentialstudies:expertinterviewsandfocusgroupinterviews.
Inthefirststudy,thecontentoftheguidelineswasdiscussedindepthwithsixexpertsfrom
academiausingsemi-structuredinterviews.Theexpertswereselectedfromtheresearchstaffat
theUniversityofSouthampton.Theyareexperiencedintheareasofgamedevelopment,user
experience,andgamification.Theinterviewswereconductedasaformativeevaluationoftheset
ofguidelinestoensureitsaccuracy,andtoensurethatitrepresentstheframeworkaccurately
andcomprehensively.Eachinterviewlasted60minutesandwereaudio-recorded.Theinterviews
werethentranscribedandanalysedusingthematicanalysis.
Thefindingsoftheexpertinterviewssuggestthatthesetofguidelinesiscomprehensiveand
reflectsTheWheelofSukr.Moreover,theexpertsgavesuggestionstoenhancetheguidelinesand
theseweretakenintoconsiderationwhenupdatingtheguidelines.Theinsightoftheexpertswas
valuablegiventhattheyareveryexperiencedandknownresearcherswhocontributetothearea
ofgames.Theirsupporttotheformulationofthesetofguidelinesshowsthatitisneededand
important.
Aftervalidatingthesetofguidelinesusingtheexpertinterviews,itwasanaturalsteptovalidate
itusinginterviewswithdevelopers.Itisworthmentioningthatthesetofguidelineswasdesigned
withdevelopersinmind.Thus,itwasimportanttoconsultthedevelopers(i.e.theendusersof
theguidelines)andchecktheclarity,usefulness,andeaseofimplementationofthesetof
guidelines.
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Afterthefirststudy(expertinterviews),thesetofguidelineswasmodifiedbasedontheinputof
theexperts.Thesecondstudythenusedthenewversionoftheguidelines.Inthesecondstudy,
fifteendeveloperswereinterviewedinfivefocusgroupsessionstoensuretheclarity,usefulness,
andeaseofimplementationofthesetofguidelines.Thefocusgroupsessionswerearound90
minuteseach.Theinterviewswereaudio-recordedtobesubsequentlytranscribedandthen
analysedusingthematicanalysis.
Thewerepresentedwiththesetofguidelinesofandsnapshotsofagenericnon-gamifiedappfor
self-managingdiabetes(whichwaschosenrandomly).Thedevelopersreadtheguidelinesduring
theinterviewanddiscussedthemtheme-by-theme.Theywerealsoaskedtorateeachtheme
from0to9(0beingthelowestratingand9thehighest)intermsofclarity,usefulness,andease
ofimplementation.Thefindingsshowedthatthereisanoverwhelmingagreementbetween
developersthattheguidelinesareuseful,easytoimplement,clear,andcanbeappliedtocreate
self-managementgamificationapps.
Thedeveloperswerealsopresentedwithsnapshotsofagenericnon-gamifiedappforself-
managingdiabetes(whichwaschosenrandomly).Thedeveloperswereaskedtothinkofwaysto
gamifythegenericappafterreadingtheguidelinesforallthethemes.Thiswascarriedoutto
ensurethattheguidelinescanbeusedinthedevelopmentofappsthatincorporategamification
fortheself-managementofchronicillnesses.Indeed,thedevelopersdiscussedmanywaysin
whichtheycanimplementthedifferentthemesfromtheguidelines.Thisindicatesthatthesetof
guidelinesisreadytobeusedbydevelopers.
6.1 Contributions
Thisthesisaddstothegrowingbodyofresearchintheuseofgamificationinhealthcare.Itfillsthe
gapinliteratureregardinggamificationfortheself-managementofchronicillnesses.Thethesis
consistedoftwomajorcontributions:
• Avalidatedframeworkforgamifyingtheself-managementofchronicillnessescalledThe
WheelofSukrframework.
• Avalidatedsetofguidelinesfordevelopersbasedonthevalidatedframeworktoaid
developersincreatinggamifiedappsfortheself-managementofchronicillnesses.
Tothebestofourknowledge,thisisthefirststudytoprovideaframeworkandguidelinesforthis
specificarea.Moreover,intheprocessofresearchinganddesigningthefirstcontributionthe
researcherprovided:
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• Areviewontheliteratureofgamificationinhealthcareandthelinksbetweentheareasof
gamification,behaviourchange,andtheself-managementofchronicillnesses.
• Establishedagapintheliteraturewithregardstoframeworksandguidelinesfortheuse
ofgamificationintheself-managementofchronicillnesses.
• Identifiedtwentyelementsfromtheaboveareasandsynthesisedthemintoeightthemes
tocreatetheframework:TheWheelofSukr.
• Validatedtheframeworkwithexpertsinmedicine,psychologyandpsychiatry,and
gamificationandgamesexpertise,aswellas,individualswithdiabetes.
Moreover,thefactthatitwaspositivelyviewedbytheseexpertsandthetargetusers(i.e.
individualswithdiabetes)isoneofthestrengthsofthisstudy.Thefindingsofboththeinterviews
andquestionnairestrengthentheideathatgamificationcouldbenefitindividualswithchronic
illnessesintheirself-managementprocess.
Intheprocessofresearchinganddesigningthesecondcontribution,theresearcher:
• Recognisedtheneedforguidelinesforthedevelopmentofgamifiedself-management
appsforchronicillnesses.
• Translatedtheframeworkintoasetofconciseandclearguidelinesfordevelopers.
• Validatedthesetofguidelineswithexpertsfromacademiaandwithdevelopers.
Thesetofguidelinescanbeusedbydeveloperstocreateself-managementappsfordiabetesand
otherchronicillnesses.Suchappswillproperlyimplementgamificationandmeetthe
expectationsofmedicaldoctorsandindividualswithchronicillnesses.
6.2 Futurework
Theaimofthisthesiswastofillthegapintheliteratureregardingtheuseofgamificationforthe
purposeofself-managingchronic.Particularly,identifyingthekeyelementsfromtheliteratureof
gamification,behaviourchange,andself-managementofchronicillnessesanddevelopinga
frameworkanddeveloperguidelines.ThethesispresentedandvalidatedTheWheelofSukr
frameworkandadevelopersetofguidelinesforthegamificationofself-managementofchronic
illnesseswithafocusondiabetes.Theframeworkandthesetofguidelineswerevalidatedbya
widerangeofstakeholders.Theframeworkwasvalidatedbymedicaldoctors(including
endocrinologistsandpsychiatrists),gameandgamificationexpertsandpatients,whilethesetof
guidelineswerevalidatedbyacademicexpertsingames,narrative,userexperience,and
developerswhoarecomputerscientistsandsoftwareengineers.However,thereisroomand
scopetodevelopthisareaofresearchfurther.TheWheelofSukrframeworkandsetofguidelines
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canserveasabasisforfuturestudiesintheuseofgamificationintheself-managementofchronic
illnesses.Moreover,theuseofgamificationinhealthcareandspecificallypatientself-careisan
importantresearchareathatneedsfurtherinvestigation.Theinterdisciplinarynatureof
gamificationwillraisemanyquestionsthatneedtobeansweredinthefuture.
Inthisthesisweusedtheepistemologyapproachofpositivism,empiricism,andcriticism.Thisisa
commoninformationsystemsapproachofbeingpragmaticandobjective.However,thereare
differentepistemologyapproachesthatareusedinsocialsciencesandotherfields.Theseinclude
ethnographyandgroundedtheoryresearch,whicharebothappropriatestrategiesforinductive
research(asopposedtothedeductiveapproachweused).Infutureresearchtheseapproaches
canbeusedtoexploremanyareas(e.g.stigma,age,gender,cultural…etc.)inthegamificationof
self-managementofchronicillnesses.Thesestudiescanbeconductedonceagamifiedapplication
thatfollowstheWheelofSukrisdeveloped.
Nowthatwehaveshownthekeycomponentforthegamificationofself-managementofchronic
illnesses,thenextstageistodevelopaprototypeoranapplicationthatfollowsTheWheelofSukr
frameworkandthedeveloperguidelines.Thiswouldbepartofthedevelopmentphasethatwill
enableustoconductfurtherresearch.Fromthedevelopedgamifiedapplication,wewillbeable
toresearchtheuseofgamificationintheself-managementofchronicillnessesfurther.For
example,wecanascertainwhetheralltheeightthemesoftheWheelofSukrframeworkare
equallyimportantindifferentcircumstances.Thefutureresearchcanbeconductedinthe
followingareas:
-Cross-cultural:futureresearchcouldincludeinvestigatingtheimportanceandtheeffectofthe
eightthemesoftheWheelofSukrondifferentgroupsofpeople.Forexample,wecanlookatthe
useofthethemesinthedevelopedapplicationinacross-culturalsetting,andinvestigateifthere
isadifferencebasedonthecultureofeachgroup.
-Otherchronicillnesses:inthisthesiswefocusedonthecommonissuesofself-managementof
chronicillnessesandweuseddiabetesasanexample.Thiscouldbeconsideredalimitation.
However,therearecommonproblemsinmanagingchronicillnesses,whichincludekeepinga
logbook,adherencetomedication,andpeersupport.Futureworkcouldinvestigateotherchronic
illnessesandfindoutifthereisadifferenceintermsofgamifyingtheself-managementofeach
illness.Moreover,wecaninvestigatetheimportanceoftheeightthemesofTheWheelofSukrin
theself-managementofdifferentchronicillnesses.Particularly,wecanmeasuretheweightofthe
themesintheself-managementofdifferentchronicillnessesbyconductingalong-term
longitudinalexperimentandusingcontrolgroups.
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-Agegroups:aspointedoutbyoneofthemedical,thethethemesoftheframeworkmightbe
appealingtochildrenandyoungadolescents,asopposedtootherages.Futureworkcould
exploretheeffectsofthethemesoftheframework(inagamifiedapplicationforself-
management)ondifferentagegroups.Inparticular,measuringtheeffectsofgamificationin
improvingtheself-managementhabitsindifferentagegroups.
-Leaderboardsinself-managingchronicillnesses:asdiscussedinsec.5.1previousresearch(in
differentdomains)suggeststhatLeaderboardsmightdemotivatesomeusers,whileothersfindit
motivating.Thisdependsonthe“playertype”,someusersarecompetitiveandotheruserscould
besocialisers.Theeffectofthethemesoftheframeworkonthedifferenttypesofplayersshould
beinvestigatedfurtherinthespecificdomainofself-managingchronicillnesses.
-Stigma:oneoftheissuesdiscussedbythemedicalexpertswastheissueofstigmaondiabetesin
SaudiArabia,andhowitaffectstheself-managementofit.Onceanapplicationisdeveloped
basedontheWheelofSukrsetofguidelines,thisareacouldbeinvestigatedfurtherina
longitudinalstudy.Inthestudytheeffectsoftherewardingelement,peersupport,autonomyand
otherelementsoftheframeworkonthepatientandhowtheyrespondtostigma.Thiscanbe
measuredbystudyingtheindividualswiththediabetesbeforeandafterusingthegamifiedapp
thatappliestheWheelofSukrthemes.
-Bestpractices:InordertofindthestrengthsandweaknessesoftheWheelofSukr’sthemesand
elements,anempiricalstudyincorporatingthemwithinthecontextofself-managingchronic
illnessesmustbeundertaken.Thiswillhelptodeterminethebestpracticesingamifyingtheself-
managementofchronicillnesses.Forexample,thetypeofbadgesandtriggersthatmosteffective
inthisspecificareaofgamification.Also,thetypeofstorylineandthemesthatareeffectivebased
onagegrouporculture.
-Relationshipsbetweenthemes:thevalidatedframework,TheWheelofSukr,containseight
themesandeachthemeencompassesanumberofelements.Inthemixedmethodstudy,the
themesoftheframeworkwerevalidatedwithawiderangeofstakeholdersincludingmedical
experts,gamificationexpertsandindividualswithdiabetes.Itwasassumedthatthethemesof
theframeworkareofequalweightsandthefindingsofthestudiesdidnotaffectthisassumption.
Furtherstudiescouldseektocreaterelationshipsandhierarchybetweenthethemesand
elements(i.e.creatingamodel).
Gamificationinhealthcareisstillconsideredanewareaofresearch.TheWheelofSukr
frameworkanddeveloperguidelinesareamongstthefirstinthisarea.Therearemanyother
areasinhealthcarethatcouldbenefitfromgamificationframeworksandguidelinesasitisgetting
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anincreasedpopularityinbothacademiaandindustry.Wesuggestexploringtheuseof
gamificationinhealthcareeducationandawareness.Asthemedicalexpertinterviewssuggest
thattherearesomeissueswithawarenessandeducation.Futureresearchcanexplorethisarea
moreandhowgamificationcanbenefitthis.
AppendixA
149
AppendixA
Thisappendixshowstheclosedandopenendedquestionsfortheexpertinterviewsforthe
validationoftheframework.
TheClosed-Questions:
• Usingarewardsystemcanbeeffectiveinmanagingdiabetes.
• Awardingusersforloggingtheirtestreadingswouldencouragethemtokeeparecordoftheir
tests.
• Visualizingtheuser’stestresultscanhelpthemindeterminingpatternsintheircondition.
• Positivemotivationcanhaveaprofoundpsychologicalimpactonthepatient’sself-
managementofdiabetes.
• Havinganonlinecommunitywherepatientscanexchangeinformationisbeneficial.
• Anonlinecommunitycanprovideemotionalandpsychologicalsupportfordiabeticpatients.
• Beinginacommunityhelpsdiabeticpatientsincopingwiththeircondition.
• Patientswillbenefitfromanonlinepeersupportsystem.
• Socialmediaandsharingsuccessfulresultsorsharingproblemsandconcernsisimportantin
thediabeticpatient’slife.
• Peersupportisanessentialelementforasuccessfullifewithdiabetes.
• Usingrewardsandgameelementscansatisfyself-esteemneeds(Maslow’sHierarchyof
Needs),whichinturnpositivelyaffecttheself-managementofdiabetes.
• Thenegativeconnotationsassociatedwithdiabetesaffectthepatient’sself-managementand
lifeoverall.
• SaudiArabianpatientswillbenefitfromtheuseofanelectroniclogbookfortheirblood
glucosetestresults.
• Tailoringtheonlineself-managementsupporttoindividualuserscancreateabondwiththe
user.Therefore,thiswillincreasetheirengagementwiththeprocessandprovidea
meaningfulexperience.
• Providingconsistentfeedbacktotheuser(abouttheglucosetestresultsandotherself-
managementskills)canleadtopersonalgrowthintermsofthemanagementofdiabetes.
Open-endedquestionsforDoctors:
1. Howimportantisittoempowerdiabeticpatientsintakingcareoftheirownlives?
2. WhatarethechallengesthattheyfaceinSaudiArabia?
AppendixA
150
3. Whatarethemostcommonproblemsthatdiabetespatientsfaceintermsofbeing
motivatedtoself-manageandself-care?
Open-endedquestionsforPsychiatristsandPsychologists:
1. Howimportantisitfordiabeticpatientstobepartofacommunity(diabeticcommunity
orhavefriendswithdiabetes)andhavepeersupport?
2. Doesrewardplayahugepartinmotivatingpatients?
3. Howimportantisittomotivatediabeticpatients?
Open-endedquestionsforGamificationandGameExperts:
1. Isself-representationcriticalintheuseofgamification?
2. Istheuseoftriggers,flow,theme,andnudgessufficientforcreatingsustainabilityina
gamifiedsystem?
Appendix
151
AppendixB
ParticipantInformationfortheexpertinterviewsstudyforthevalidationoftheguidelines
StudyTitle:Gamifyingself-managementofchronicillnesses(diabetes).
Investigator:AlaaAlmarshedi
Pleasereadthisinformationcarefullybeforedecidingtotakepartinthisresearch.Ifyouare
happytoparticipatewillbebeaskedtosignaconsentform.Yourparticipationiscompletely
voluntary.
Whatistheresearchabout?Thisisaresearchprojectthataimstoprovidedeveloperswith
guidelinestogamifytheself-managementofchronicillnesses(diabetes)basedonTheWheelof
Sukr.ThestudyissponsoredbytheSaudiGovernment.
WhyhaveIbeenchosen?Youhavebeenapproachedbecauseofyourexpertiseingame
developmentanduserexperience.
WhatwillhappentomeifItakepart?Theresearcherwillexplaintheaimofthestudyandthe
wayitwillbeconducted.Firstyouwillbeaskedifyouagreetoparticipate,ifsoyouwillbeasked
tosignaconsentform.Thenyouwillbepresentedwiththeframeworkandtheguidelines.After
that,youwillbeaskedtoansweranumberofquestions.Itwilltakeabout40-50minsintotal.
Arethereanybenefitsinmytakingpart?Thestudywilladdtocurrentknowledgeabout
gamificationinself-managementofchronicillnesses.
Arethereanyrisksinvolved?Therearenoparticularrisksassociatedwithyourparticipation.
Willmydatabeconfidential?Thedatacollectedwillbeheldonapassword-protectedcomputer,
andusedonlyin accordance with the Data Protection Act (1998).Ifyouwouldliketo
withdrawfromthestudy,pleasecontacttheinvestigator([email protected])orthe
projectsupervisor([email protected])whowillarrangethis.
WhathappensifIchangemymind?Youmaywithdrawatanytimeandforanyreason.
Whathappensifsomethinggoeswrong?Shouldyouhaveanyconcernorcomplaint,contactme
ifpossible([email protected])otherwisepleasecontacttheError!
Unknowndocumentpropertyname.Office([email protected])oranyother
authoritativebodysuchasFPSEResearchSupportOfficer,DrCeciliaDiChio,C.Di-
Appendix
152
ParticipantInformationforthefocusgroupinterviewsstudyforthevalidationoftheguidelines
DearParticipant,
Pleasereadthisinformationcarefullybeforedecidingtotakepartinthisresearch.Ifyouare
happytoparticipateyouwillbeaskedtosignaconsentform.
Whatistheresearchabout?Thisresearchprojectaimstoprovidedeveloperswithguidelinesto
gamifyself-managingchronicillnesses.Theguidelinesarebasedontheresearcher’sframework
“TheWheelofSukr”.
WhyhaveIbeenchosen?Youhavebeenapproachedbecauseofyourexpertiseintheresearch
ordevelopmentofseriousgames,userexperienceorappdevelopment.
WhatwillhappentomeifItakepart?Youwillbeaskedtoshowyourconsenttoparticipateinthe
studybysigningtheconsentformonthenextpage.Youwillbepartofafocusgroup(3or4in
eachgroup).Youwillbepresentedwithguidelinesandanapplicationandyouwillbeaskedaset
ofquestionsabouttheguidelinesanddiscusstheuseoftheguidelinesontheapplication.The
interviewwilltakearound50minutes.
Arethereanybenefitsinmytakingpart?Thestudywilladdtocurrentknowledgeabout
gamificationinself-managementofchronicillnesses.
Arethereanyrisksinvolved?Therearenoparticularrisksassociatedwithyourparticipation.
Willmydatabeconfidential?Thedatacollectedwillbeheldonapassword-protectedcomputer,
andusedonlyinaccordancewiththeDataProtectionAct(1998).
WhathappensifIchangemymind?Youmaywithdrawatanytimeandforanyreason.
WherecanIgetmoreinformation?Shouldyouhaveanyconcernorcomplaint,contactmeif
possible([email protected])otherwisepleasecontacttheFPSEOffice(e-
[email protected])oranyotherauthoritativebodysuchasFPSEResearchSupport
Officer,DrCeciliaDiChio,[email protected]).
Thankyouforyourtimeandparticipation.
Appendix
153
ConsentForm
1.Ihavereadandunderstoodtheparticipantinformationsheetprovidedonthepreviouspage.
2.IunderstandmyparticipationisvoluntaryandImaywithdrawatanytimeandforanyreason.
3.Bytickingthisboxyounowgiveyourfullyinformedconsenttoparticipateinthisstudy.
PleaseSignifyouagree:
Appendix
154
ParticipantInformationfortheexpertinterviewforthevalidationoftheFramework
StudyTitle:TheuseofGamificationinSelf-managementofdiabetes(inSaudiArabia)
Investigator:AlaaAlMarshedi
Please read this information carefullybeforedeciding to takepart in this research. If youare
happy to participate will be asked to sign a consent form. Your participation is completely
voluntary.
Whatistheresearchabout?ThisstudyispartofaPhDresearchontheuseofGamificationinthe
self-managementofDiabetesinSaudiArabia.
WhyhaveIbeenchosen?Youhavebeenapproachedbecauseofyourexperienceinworking
withdiabeticpatientsinSaudiArabia(ifyouareadoctor/psychologists)oryourexperiencein
gameresearchandgamificationapplication(ifyouareagame/gamificationexpert).
WhatwillhappentomeifItakepart?Whenyouchoosetotakepartinthestudy,youwillbe
shownaparticipantinformationsheetandyouwillbeaskedtosignaconsentformindicating
youragreementtobepartofthestudy.Afterthat,theinterviewerwillaskyoutofillinashort
questionnaire,andthenyouwillbeaskedanumberofquestionsrelevanttoyourfield.The
interviewwilltakeabout20-30minsintotal.
Arethereanybenefitsinmytakingpart?Thestudywilladdtothecurrentknowledgeabout
Gamificationanditsuseindiabetesselfmanagement.
Arethereanyrisksinvolved?Therearenoparticularrisksassociatedwithyourparticipation.
Willmydatabeconfidential?Thedatacollectedwillbeheldonapassword-protectedcomputer,
andusedonlyin accordance with the Data Protection Act (1998).Theinterviewwillbe
recordedforaccuracyandtherecordingwillbedestroyedoncethedataistranscribed.Any
personalinformationsuchasnameandphonenumberwillbesavedonapasswordprotected
personalorganizeranditwillbedeletedaftertheinterviewisdone.
WhathappensifIchangemymind?Youmaywithdrawatanytimeandforanyreason.
Whathappensifsomethinggoeswrong?Shouldyouhaveanyconcernorcomplaint,contactme
ifpossible([email protected]),otherwisepleasecontacttheDrMartina
Prude,HeadofResearchGovernance(02380595058,[email protected]).
Appendix
155
ConsentForm
Please initial the box(es) if you agree with the statement(s):
Data Protection
I understand that information collected during my participation in this study is will be
stored on a password protected computer and that this information will only be used in
accordance with the Data Protection Act (1998). The DPA (1998) requires data to be
processed fairly and lawfully in accordance with the rights of participants and protected
by appropriate security.
Signature of participant……………………………………………………………..
I have read and understood the Participant Information and have
had the opportunity to ask questions about the study.
I agree to take part in this study.
I understand my participation is voluntary and I may withdraw at
any time and for any reason.
Appendix
156
AppendixC
ThetablebelowshowsthefrequenciesoftheanswersforeachquestionintheLikertscalepartof
thequestionnaireinthevalidationoftheframeworkstudy.
Strongly Agree
Agree Neutral Disagree Strongly Disagree
Q1 47.62% 42.86% 7.14% 0.00% 2.38%
Q2 35.71% 26.19% 35.71% 2.38% 0.00%
Q3 59.52% 33.33% 4.76% 2.38% 0.00%Q4 23.81% 40.48% 26.19% 7.14% 2.38%
Q5 28.57% 40.48% 23.81% 7.14% 0.00%Q6 33.33% 30.95% 16.67% 16.67% 2.38%Q7 7.14% 33.33% 23.81% 30.95% 4.76%
Q8 42.86% 35.71% 11.90% 9.52% 0.00%Q9 45.24% 33.33% 11.90% 9.52% 0.00%
Q10 35.71% 33.33% 28.57% 2.38% 0.00%Q11 30.95% 47.62% 16.67% 4.76% 0.00%
Q12 38.10% 35.71% 23.81% 2.38% 0.00%Q13 28.57% 23.81% 14.29% 26.19% 7.14%
Q14 42.86% 33.33% 21.43% 2.38% 0.00%Q15 28.57% 50.00% 11.90% 7.14% 2.38%
Q16 26.19% 42.86% 14.29% 16.67% 0.00%Q17 50.00% 40.48% 7.14% 2.38% 0.00%Q18 16.67% 40.48% 14.29% 23.81% 4.76%
Q19 30.95% 57.14% 11.90% 0.00% 0.00%Q20 16.67% 30.95% 19.05% 26.19% 7.14%
Q21 57.14% 40.48% 2.38% 0.00% 0.00%Q22 42.86% 42.86% 14.29% 0.00% 0.00%
Q23 23.81% 45.24% 16.67% 11.90% 2.38%Q24 59.52% 30.95% 7.14% 2.38% 0.00%
Q25 45.24% 52.38% 2.38% 0.00% 0.00%Q26 42.86% 54.76% 2.38% 0.00% 0.00%Q27 45.24% 40.48% 14.29% 0.00% 0.00%
Q28 30.95% 23.81% 30.95% 14.29% 0.00%Q29 7.14% 19.05% 57.14% 14.29% 2.38%
Q30 19.05% 28.57% 21.43% 28.57% 2.38%Q31 38.10% 47.62% 14.29% 0.00% 0.00%
Q32 35.71% 45.24% 9.52% 9.52% 0.00%
Appendix
157
Q33 7.14% 30.95% 33.33% 28.57% 0.00%
Q34 28.57% 40.48% 26.19% 4.76% 0.00%
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