Gamification for the self-management of chronic illnesses
Gamification for the self-management of chronic illnesses
The use of gamification in healthcare has been receiving a great deal of attention in both academic research and industry, but there are yet to be frameworks and guidelines for its implementation. This thesis focuses on the use of gamification in the self-management of chronic illnesses, in particular, diabetes. The thesis presents a novel framework and a set of guidelines for developers to implement gamification in this area.
The framework, called The Wheel of Sukr, combines elements from self-management practices, game elements, and behaviour change methods. It consists of 28 elements grouped under 8 themes. The framework has been validated using a mixed-method approach by conducting interviews with experts from the fields of medicine, psychology, games, and gamification. Moreover, a questionnaire was completed by individuals with diabetes in order to measure their attitudes towards the themes of the framework. This study indicated an overall acceptance of the notion of gamification in the self-management of diabetes.
After validation, a set of guidelines based on the framework was introduced. The guidelines were validated using a multi-method approach where expert interviews and focus group sessions were conducted. The guidelines received support from the experts, who agreed that they accurately reflect the framework and that developers can potentially use them to create gamified self-management apps for chronic illnesses. Moreover, developers who participated in the focus group sessions welcomed the guidelines. They found them to be clear, useful, and implementable. Furthermore, they were able to suggest several ways of gamifying a non-gamified self-management app when they were presented with one. The findings suggest that the guidelines introduced in this research are clear, useful, and ready to be implemented for the creation of self-management apps that use the notion of gamification as described in the Wheel of Sukr framework.
University of Southampton
Almarshedi, Alaa Abdullah
1a462e08-30cc-44fa-8ded-8b899762b692
July 2017
Almarshedi, Alaa Abdullah
1a462e08-30cc-44fa-8ded-8b899762b692
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
Almarshedi, Alaa Abdullah
(2017)
Gamification for the self-management of chronic illnesses.
University of Southampton, Doctoral Thesis, 194pp.
Record type:
Thesis
(Doctoral)
Abstract
The use of gamification in healthcare has been receiving a great deal of attention in both academic research and industry, but there are yet to be frameworks and guidelines for its implementation. This thesis focuses on the use of gamification in the self-management of chronic illnesses, in particular, diabetes. The thesis presents a novel framework and a set of guidelines for developers to implement gamification in this area.
The framework, called The Wheel of Sukr, combines elements from self-management practices, game elements, and behaviour change methods. It consists of 28 elements grouped under 8 themes. The framework has been validated using a mixed-method approach by conducting interviews with experts from the fields of medicine, psychology, games, and gamification. Moreover, a questionnaire was completed by individuals with diabetes in order to measure their attitudes towards the themes of the framework. This study indicated an overall acceptance of the notion of gamification in the self-management of diabetes.
After validation, a set of guidelines based on the framework was introduced. The guidelines were validated using a multi-method approach where expert interviews and focus group sessions were conducted. The guidelines received support from the experts, who agreed that they accurately reflect the framework and that developers can potentially use them to create gamified self-management apps for chronic illnesses. Moreover, developers who participated in the focus group sessions welcomed the guidelines. They found them to be clear, useful, and implementable. Furthermore, they were able to suggest several ways of gamifying a non-gamified self-management app when they were presented with one. The findings suggest that the guidelines introduced in this research are clear, useful, and ready to be implemented for the creation of self-management apps that use the notion of gamification as described in the Wheel of Sukr framework.
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Final Thesis_2017
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Published date: July 2017
Identifiers
Local EPrints ID: 428868
URI: http://eprints.soton.ac.uk/id/eprint/428868
PURE UUID: b6c4f9f3-41b9-4aca-af43-a611e79848c0
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Date deposited: 13 Mar 2019 19:14
Last modified: 16 Mar 2024 02:52
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Contributors
Author:
Alaa Abdullah Almarshedi
Thesis advisor:
Gary Wills
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