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Archetypes of Gamification: Analysis of mHealth Apps

Schmidt-Kraepelin, Manuel 1; Toussaint, Philipp A. ORCID iD icon 1; Thiebes, Scott ORCID iD icon 1; Hamari, Juho; Sunyaev, Ali 1
1 Fakultät für Wirtschaftswissenschaften (WIWI), Karlsruher Institut für Technologie (KIT)


Background: Nowadays, numerous health-related mobile apps implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodological shortcomings of existing studies. What we actually know about the phenomenon today stems from fragmented pieces of knowledge, and a variety of different perspectives. Existing research primarily draws on conceptual knowledge that is gained from research prototypes, and isolated from industry best practices. We still lack knowledge on how gamification has been successfully designed and implemented within the industry and whether certain gamification approaches have shown to be particularly suitable for certain health behaviors.
Objective: We address this lack of knowledge concerning best practices in the design and implementation of gamification for health-related mobile apps by identifying archetypes of gamification approaches that have emerged in pertinent health-related mobile apps and analyzing to what extent those gamification approaches are influenced by the underlying desired health-related outcomes.
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Verlagsausgabe §
DOI: 10.5445/IR/1000124344
Veröffentlicht am 23.11.2020
DOI: 10.2196/19280
Zitationen: 23
Web of Science
Zitationen: 19
Zitationen: 25
Cover der Publikation
Zugehörige Institution(en) am KIT Institut für Angewandte Informatik und Formale Beschreibungsverfahren (AIFB)
Publikationstyp Zeitschriftenaufsatz
Publikationsmonat/-jahr 10.2020
Sprache Englisch
Identifikator ISSN: 2291-5222
KITopen-ID: 1000124344
Erschienen in JMIR mhealth and uhealth
Verlag JMIR Publications
Band 8
Heft 10
Seiten Art.Nr. e19280
Bemerkung zur Veröffentlichung Gefördert durch den KIT-Publikationsfonds
Vorab online veröffentlicht am 11.04.2020
Schlagwörter exergames, persuasive technology; gamification; mHealth; mobile phones; quantified-self; smartphones
Nachgewiesen in Dimensions
Web of Science
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