Introduction
Gamification is the leading solution to assist users and obtain their attention by simulating games and game-like experiences to foster motivation amongst users. As major public health challenges plague our world like the rise of chronic disease rates linked to modern living habits, it is simple to assume that there is one factor that can alter the outcome of these issues: the individual themself. However, finding that motivation to maintain a healthy lifestyle is not as simple as healthcare campaigns make them out to be. It requires a high level of care, maintenance, and education, all of which are factors that the common person might find difficult to obtain without a specific care plan. These plans require focus and patience, as well as the privilege to follow through without worrying about the money or time-costs that follow it. This is where the process of gamification comes in. When applying a game design element to a non-game context, especially in a healthcare setting, a public health strategy of allowing all individuals to subscribe to a “game-plan” is implemented. The gamification of healthcare will allow for a maximized patient engagement approach, as well as the ability to improve health-oriented behavior. On the administrative side, gamification adds a significant step to fostering a healthy work environment that improves the patient-doctor-administrator relationship.
This paper strives to explore how gamification plays a role in healthcare settings, public health campaigns, and administration. By analyzing the decisions that are made when implementing gamification procedures within healthcare settings, new strategies can be constructed to create a strong environment that values the different relationships within. It is important to acknowledge how these gamified systems involve a key factor: the individual. Without emphasizing the importance of self-motivation and the goal of personal health, it can be easy to forget the target in question. Since incentive is a prominent factor across health behavior theory, it can be seen that motive is a key target for behavior change (Johnson et al., 2016). Not all forms of motivation are equal, thus noting that different gamified strategies are better suited for different walks of healthcare, from an administrative standpoint to the patient themself.
Behavior
The behavior surrounding healthcare is one that must be analyzed through several different factors of encouragement and motivation. Through motivational factors that allow for positive healthcare habits, an intrinsic motivation strives to perform an act for pleasure, rather than for reward, whilst an extrinsic motivation focuses on those external factors that reach outside goals. Ultimately, the end goal is driven by praise, approval, winning, receiving a prize, or more.
With both intrinsic extrinsic motivational goals come the implementation of an effective rewards-based system. In terms of healthcare, health behavior consists of behaviors, habits, and attributes that relate to health restoration, maintenance, and improvement (Kraepelin et al., 2020). Kraepelin et al. explore health behavior change theories (HBCTs) as an explanatory model to predict changes in said behavior. With this to consider, creating a rewards-based model that measures HBCTs is integral to the success of gamified structures. According to Johnson et al., extrinsically motivated activity has the potential to limit autonomy when only completing tasks for the end reward. Both social and mental well-being benefit from intrinsic motivation, as well as sustainability goals (Johnson et al., 2016). Thus, the best transitional system to create for individuals looking to improve their health behavior is to combine both forms of motivation.
Jurriaan van Rijswijk, chairman of the Games for Health Europe Foundation, states that although motivation is a key factor in behavior change, the loyalty towards the subject of change is a critical factor that many individuals do not consider (“The Top Examples,” 2024). Long-term behavioral change is important, but committing to a dramatic and expensive change requires a gradual process. Through implementing a game-design strategy to an everyday commitment, users can obtain rewards for their behavior.
For example, health insurance company Blue Cross Blue Shield introduced a “wellvolution” program, where they saw 80% of participation rates from their employees. Incidentally, an increase in regular physical activity was seen across their wellness surveys, as well as an almost 50% drop in reported smoking rates (Aon Hewitt, 2013). In their Wellness Incentive program, members of FEP Blue Standard and Basic members can earn rewards, such as earning $50 when completing a standardized company health assessment, as well as completing certain goals with a daily habit tracker, earning up to $120 (“Wellness Incentive Program,” n.d.). This reward money can be spent at official retailers or for qualified medical expenses. By measuring habits like nutrition, exercise, weight loss, hypertension and COPD prevention, employees are able to participate in these challenges and receive a beneficial reward.
Application
Different game-design-catered strategies can enhance all forms of healthcare, from mental health to physical health, as well as positive reinforcement with healthcare professionals. The popular meditation app, Headspace, is described as a “lifelong guide to mental health, mindfulness, and meditation” on the Apple App Store. The app promotes a progress tracking component to set goals and share insights with the app’s given personal coach. By integrating a progress tracker, users can interact with the interface in a way that benefits not only their mental health by creating healthy habits, while also tracking their progress through maintaining goals. Visualization of achievements allows users to maintain a regular schedule and feel rewarded for their efforts. Meditation efforts are also constructed through a gamified lens, with illustrations portraying different progressions, such as an expanding and shrinking plant growing, to represent breathing patterns (“The Best Way,” n.d.). Although not directly a game-design feature, this interactive resource enables users to visualize their daily tasks and see their achievements.
While seen to improve physical and mental health, gamification also finds itself successful when tied to a collective online goal or challenge. With several apps that elevate the experience of conducting physical activity, this provides a small solution to the fact that physical inactivity and sedentary behavior are among the leading risk factors for global mortality (Mazeas et al., 2022). With mobile applications such as “Zombies, run! 5K Training App,” and “Mobile Kids Monster Manor,” individuals who are not particularly active are motivated through gamified elements that coordinate with external activity monitoring and wearables. Additionally, with the implementation of fully designed online training programs and challenges, inactive individuals are given the end reward of “following-through” with the game, improving their chances for success in the game and increasing their health and physical fitness. Mazeas et al. Includes different behavioral theories within their analysis, emphasizing the importance that self-determination theory brings to gamified elements, as it is ultimately based on the motivation that individuals require to complete the tasks.