Skip to main content

A Framework to Develop Gamified Health Applications to Aid the Treatment of Non-communicable Diseases

  • Conference paper
  • First Online:
New Knowledge in Information Systems and Technologies (WorldCIST'19 2019)

Abstract

Non-communicable chronic diseases represent one of the most serious health problems in the world. The development of Gamified applications for monitoring health treatments is one of the strategies that has been used to contribute to this problem. This work proposes a framework with Gamification elements to facilitate the development of applications focused on the treatment of chronic non-communicable diseases. Scenarios were used to evaluate the framework. The framework is targeted to developers providing the main structures used in the development of gamified applications aimed at non-communicable diseases patients. Tests show that the proposed framework is easily extensible and reduces development effort.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Burmeister, D., Schrader, A., Carlson, D.: A modular framework for ambient health monitoring. In: 2013 7th International Conference on Pervasive Computing Technologies for Healthcare and Workshops, pp. 401–404, May 2013

    Google Scholar 

  2. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, pp. 9–15. ACM, New York (2011). http://doi.acm.org/10.1145/2181037.2181040

  3. Gama, A.C.C., Bicalho, V.S., Valentim, A.F., Bassi, I.B., Teixeira, L.C., Assunção, A.Á.: Adherence to voice therapy guidelines after discharge from vocal treatment in teachers: a prospective study. Scielo 14(4), 714–720 (2013)

    Google Scholar 

  4. Geelan, B., Zulkifly, A., Smith, A., Cauchi-Saunders, A., de Salas, K., Lewis, I.: Augmented exergaming: increasing exercise duration in novices. In: Proceedings of the 28th Australian Conference on Computer-Human Interaction, OzCHI 2016, pp. 542–551. ACM, New York (2016). http://doi.acm.org/10.1145/3010915.3010940

  5. Goh, D.C., Tan, A.C., Lee, J.S.: Gamification of heel raise plantarflexion physiotherapy. In: Proceedings of the 2nd International Workshop on Multimedia for Personal Health and Health Care, MMHealth 2017, pp. 35–43. ACM, New York (2017). http://doi.acm.org/10.1145/3132635.3132638

  6. Johnsen, K., Ahn, S.J., Moore, J., Brown, S., Robertson, T.P., Marable, A., Basu, A.: Mixed reality virtual pets to reduce childhood obesity. IEEE Trans. Vis. Comput. Graph. 20(4), 523–530 (2014)

    Article  Google Scholar 

  7. Lister, C., West, J.H., Cannon, B., Sax, T., Brodegard, D.: Just a Fad? Gamification in health and fitness apps. JMIR Serious Games 2(2), 9 (2014). http://games.jmir.org/2014/2/e9/

  8. Nakashima, T., Fukutome, G., Ishii, N.: Healing effects of pet robots at an elderly-care facility. In: 2010 IEEE/ACIS 9th International Conference on Computer and Information Science, pp. 407–412, August 2010

    Google Scholar 

  9. Neubeck, L., Lowres, N., Benjamin, E.J., Freedman, S.B., Coorey, G., Redfern, J.: The mobile revolution – using smartphone apps to prevent cardiovascular disease (Report). Nature Rev. Cardiol. 12(6), 350 (2015)

    Google Scholar 

  10. Obo, T., Kasuya, C., Sun, S., Kubota, N.: Human-robot interaction based on cognitive bias to increase motivation for daily exercise. In: 2017 IEEE International Conference on Systems, Man, and Cybernetics (SMC), pp. 2945–2950, October 2017

    Google Scholar 

  11. Oliveira, R., Moura, A., Barros, M., Cavalcante, A., Junior, F.: Gamificação e Crowdsourcing no Combate Sustentável ao Aedes aegypti. J. Health Inform., 390 (2016). http://www.sbis.org.br/biblioteca_virtual/cbis/Anais_CBIS_2016_Artigos_Completos.pdf

  12. Paim, C.A., Victoria Barbosa, J.L.: Octopus: a gamification model to aid in ubiquitous care of chronic diseases. IEEE Lat. Am. Trans. 14(4), 1948–1958 (2016). http://ieeexplore.ieee.org/document/7483539/

  13. Pollak, J., Gay, G., Byrne, S., Wagner, E., Retelny, D., Humphreys, L.: It’s time to eat! using mobile games to promote healthy eating. IEEE Pervasive Comput. 9(3), 21–27 (2010)

    Article  Google Scholar 

  14. Prakash, E.C., Rao, M.: Transforming Learning and IT Management through Gamification, chap. Introduction to Gamification, pp. 35–46. Springer, Cham (2015). http://dx.doi.org/10.1007/978-3-319-18699-3_3

  15. Rocha, R., Reis, L.P., Rego, P.A., Moreira, P.M.: Serious games for cognitive rehabilitation: forms of interaction and social dimension. In: 2015 10th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1–6, June 2015

    Google Scholar 

  16. Schoeppe, S., Alley, S., Bray, N., et al.: Efficacy of interventions that use apps to improve diet, physical activity and sedentary behaviour: a systematic review. Int. J. Behav. Nutr. Phys. Act. 13 (2016). http://search.proquest.com/docview/1855775131/

  17. Smith, B.: The ‘pet effect’ health related aspects of companion. Aust. Fam. Physician 41(6), 439–442 (2012). http://www.racgp.org.au/afp/2012/june/the-pet-effect/

  18. Tavares, N.U.L., Bertoldi, A.D., Thume, E., Facchini, L.A., de Franca, G.V.A., Mengue, S.S.: Factors associated with low adherence to medication in older adults. Revista de Saúde Pública 47(6), 1092–1101 (2013)

    Google Scholar 

  19. Vianna, H.D., Barbosa, J.L.V.: A model for ubiquitous care of noncommunicable diseases. IEEE J. Biomed. Health Inform. 18(5), 1597–1606 (2014). http://ieeexplore.ieee.org/document/6676783/

  20. Vianna, Y., Vianna, M., Medina, B., Tanaka, S.: Gamification, Inc: Como reinventar empresas a partir de jogos. MJV Press (2013)

    Google Scholar 

  21. Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Philadelphia (2012)

    Google Scholar 

  22. World Health Organization: Obesity and overweight. WHO Fact sheet (2016)

    Google Scholar 

  23. Wu, M., Liao, C.C.Y., Chen, Z.H., Chan, T.W.: Designing a competitive game for promoting students’ effort-making behavior by virtual pets. In: 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, pp. 234–236, April 2010

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Eduardo Simões de Albuquerque .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Borges, J.P.B., de Albuquerque, E.S., Ambrósio, A.P.L. (2019). A Framework to Develop Gamified Health Applications to Aid the Treatment of Non-communicable Diseases. In: Rocha, Á., Adeli, H., Reis, L., Costanzo, S. (eds) New Knowledge in Information Systems and Technologies. WorldCIST'19 2019. Advances in Intelligent Systems and Computing, vol 932. Springer, Cham. https://doi.org/10.1007/978-3-030-16187-3_11

Download citation

Publish with us

Policies and ethics