2021
DOI: 10.32591/coas.ojit.0402.02041k
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Gamified Blood Donors System Based on Intelligent Agents

Abstract: The population of the country of Kenya is drastically increasing thus causing the number of possible blood donors to rise. Despite this, the blood collected and stored in most blood banks is not enough to cater for the huge demand. The demand has been due to increase of number of accidents experienced in the country and the advancement in medical procedures which calls for organ transplant and blood transfusion. Even though systems have been developed which can connect the donors and recipients and location tr… Show more

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Cited by 2 publications
(2 citation statements)
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“…Overall, these findings provide strong evidence supporting the integration of gamification into public health initiatives such as blood donation applications. They demonstrate how effectively designed digital solutions can motivate positive health behaviors among younger generationscritical insights for future development in public health technology (Sardi et al, 2019;Mugi Karanja & Njoroge, 2021).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Overall, these findings provide strong evidence supporting the integration of gamification into public health initiatives such as blood donation applications. They demonstrate how effectively designed digital solutions can motivate positive health behaviors among younger generationscritical insights for future development in public health technology (Sardi et al, 2019;Mugi Karanja & Njoroge, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…Gamification, including blood donors, is also recognized as a potential strategy to change behavior. By integrating the elements and techniques of game design into the blood donation process, gamification aims to improve motivation, engagement, and participation in donation activities (Sardi et al, 2019;Mugi Karanja & Njoroge, 2021). In addition, gamification can also deal with psychological factors that influence behavioral change.…”
Section: Literature Review Gamificationmentioning
confidence: 99%