“…Its application, which is closely linked to innovation, is currently being carried out in very diverse contexts, such as education (Behl et al, 2022; Murillo-Zamorano et al, 2020), human resources (Murawski, 2021), tourism (Shi et al, 2022) and e-government (Contreras-Espinosa & Blanco-M, 2022). In the health field, gamification can be an effective tool to make people more committed to and responsible in their decisions such as, for example, the case of the patient adhering more easily and continuously over time to the treatments prescribed by the medical practitioner, as well as to promote the acquisition of new health behaviors and habits (Uechi et al, 2018), which is essential to increasing life expectancy (Limpens et al, 2022; Sun et al, 2021). In this sense, gamification has been used to promote physical activity (Koivisto & Hamari, 2019), to improve nutrition (Kurtzman et al, 2018), to promote adherence to medication (Abdul Rahim & Thomas, 2017), and to encourage hand hygiene (Lapao et al, 2015).…”