Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users’ goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed.

Promoting occupational health through gamification and e-coaching: A 5-month user engagement study / Zhang, Chao; van Gorp, Pieter; Derksen, Maxine; Nuijten, Raoul; Ijsselsteijn, Wijnand A.; Zanutto, Alberto; Melillo, Fabio; Pratola, Roberto. - In: INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH. - ISSN 1660-4601. - 18:6(2021), pp. 1-17. [10.3390/ijerph18062823]

Promoting occupational health through gamification and e-coaching: A 5-month user engagement study

Zanutto, Alberto;
2021-01-01

Abstract

Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users’ goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed.
2021
6
Zhang, Chao; van Gorp, Pieter; Derksen, Maxine; Nuijten, Raoul; Ijsselsteijn, Wijnand A.; Zanutto, Alberto; Melillo, Fabio; Pratola, Roberto
Promoting occupational health through gamification and e-coaching: A 5-month user engagement study / Zhang, Chao; van Gorp, Pieter; Derksen, Maxine; Nuijten, Raoul; Ijsselsteijn, Wijnand A.; Zanutto, Alberto; Melillo, Fabio; Pratola, Roberto. - In: INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH. - ISSN 1660-4601. - 18:6(2021), pp. 1-17. [10.3390/ijerph18062823]
File in questo prodotto:
File Dimensione Formato  
ijerph-18-02823-v2.pdf

accesso aperto

Tipologia: Versione editoriale (Publisher’s layout)
Licenza: Creative commons
Dimensione 998.73 kB
Formato Adobe PDF
998.73 kB Adobe PDF Visualizza/Apri

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11572/321296
Citazioni
  • ???jsp.display-item.citation.pmc??? 1
  • Scopus 14
  • ???jsp.display-item.citation.isi??? 5
  • OpenAlex ND
social impact