2022
DOI: 10.3390/app12126271
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Designing Personalized Persuasive Game Elements for Older Adults in Health Apps

Abstract: The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select personalized game elements for older adults and use them in health education app design. Firstly, based on the DMC model, the Kano model was used to identify the demand attributes of game mechanisms, and three gamification mechanisms (winning, feedback and reward) pr… Show more

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Cited by 8 publications
(9 citation statements)
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“…These attributes have underlying levels, marketable to any type of consumer. This statistical technique's major advantage is the reliability of results despite the limited number of samples [18]. The study gathered fifty-five (55) participants and this number was relatively small.…”
Section: Discussionmentioning
confidence: 99%
See 4 more Smart Citations
“…These attributes have underlying levels, marketable to any type of consumer. This statistical technique's major advantage is the reliability of results despite the limited number of samples [18]. The study gathered fifty-five (55) participants and this number was relatively small.…”
Section: Discussionmentioning
confidence: 99%
“…The study gathered fifty-five (55) participants and this number was relatively small. Nevertheless, Guo et al [18] noted that experiments with minimal samples could still be performed. In addition, the researchers…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations