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{{Abschlussarbeit
 
{{Abschlussarbeit
 
|Titel=Risks of Gamification in Healthare and Well-being: A Literature Review
 
|Titel=Risks of Gamification in Healthare and Well-being: A Literature Review
|Abschlussarbeitstyp=Bachelor, Master
+
|Abschlussarbeitstyp=Bachelor
 
|Betreuer=Manuel Schmidt-Kraepelin;
 
|Betreuer=Manuel Schmidt-Kraepelin;
 
|Forschungsgruppe=Critical Information Infrastructures
 
|Forschungsgruppe=Critical Information Infrastructures

Version vom 7. März 2018, 10:43 Uhr



Risks of Gamification in Healthare and Well-being: A Literature Review




Informationen zur Arbeit

Abschlussarbeitstyp: Bachelor
Betreuer: Manuel Schmidt-Kraepelin
Forschungsgruppe: Critical Information Infrastructures

Archivierungsnummer: 4281
Abschlussarbeitsstatus: Offen
Beginn: unbekannt
Abgabe: unbekannt

Weitere Informationen

Background:

Gamification is a novel phenomenon that aims at motivating people by taking advantage of their growing passion for games. It refers to the application of so‐called game elements (e.g., point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare). Especially in healthcare, increasing attention is being paid to Gamification and increasing numbers of gamified health and fitness apps are being published in the Apple App Store and Google Play Store. Prominent examples of such apps include Nike+, Zombies, Run!, and Mango Health.Existing research in the field of gamified Health and well-being has mainly focused on the intended effects of Gamification such as increased user engagement and motivation or healthy lifestyles. However, little attention has been payed to potentially harmful effects and risks that can occur when utilizing gamification. In order to to design meaningful gamification concepts we need to increase our knowledge on risks and harmful effects of game elements in non-game contexts.


Objective(s):

The objective of this theses is to systematically review existing literature on gamification in healthcare towards risks and potentially harmful effects of gamification in health and well-being.


Introductory literature:

Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011) “From game design elements to gamefulness: defining gamification”. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 2011/09/28 - 30, Tampere, Finland.

Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106.

Thiebes, S., Lins, S. and Basten, D. (2014) Published. “Gamifying Information Systems-A Synthesis of Gamification Mechanics and Dynamics”. Proceedings of the 22nd European Conference on Information Systems, 2014/06/09 - 11,Tel Aviv, Israel.

Hamari, Juho, Jonna Koivisto, and Harri Sarsa. "Does gamification work?--a literature review of empirical studies on gamification." Hawaii International Conference on System Sciences (HICSS), 2014.

Methodology:Webster, J., & Watson, R. T. (2002). Analyzing the past to prepare for the future: Writing a literature review. MIS quarterly, xiii-xxiii.