Objective: Gamification has been incorporated into vision tests and vision therapies in the expectation that it may increase the user experience and engagement with the task. The current study aimed to understand how gamification affects the user experience, specifically during the undertaking of psychophysical tasks designed to estimate vision thresholds (chromatic and achromatic contrast sensitivity).
Methods: Three tablet computer-based games were developed with three levels of gaming elements. Game 1 was designed to be a simple clinical test (no gaming elements), game 2 was similar to game 1 but with added gaming elements (i.e., feedback, scores, and sounds), and game 3 was a complete game. Participants (N = 144, age: 9.9-42 years) played three games in random order. The user experience for each game was assessed using a Short Feedback Questionnaire.
Results: The median (interquartile range) fun level for the three games was 2.5 (1.6), 3.9 (1.7), and 2.5 (2.8), respectively. Overall, participants reported greater fun level and higher preparedness to play the game again for game 2 than games 1 and 3 (P < 0.05). There were significant positive correlations observed between fun level and preparedness to play the game again for all the games (p < 0.05). Engagement (assessed as completion rates) did not differ between the games.
Conclusion: Gamified version (game 2) was preferred to the other two versions. Over the short term, the careful application of gaming elements to vision tests was found to increase the fun level of users, without affecting engagement with the vision test.
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http://dx.doi.org/10.1089/g4h.2016.0100 | DOI Listing |
JMIR Aging
January 2025
JC School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, China (Hong Kong).
Background: Hospital discharge for older adult patients carries risks. Effective patient-provider communication is crucial for postacute care. Technology-based communication tools are promising in improving patient experience and outcomes.
View Article and Find Full Text PDFHealth Promot Pract
January 2025
Centers for Disease Control and Prevention, Atlanta, GA, USA.
User experience (UX) is a key element in the design of effective public health websites. The Centers for Disease Control and Prevention (CDC) Yellow Book, a key travel health resource published by the U.S.
View Article and Find Full Text PDFJ Neural Eng
January 2025
The University of Chicago Biological Sciences Division, Department of Organismal Biology & Anatomy, Chicago, Illinois, 60637, UNITED STATES.
Objective: As brain-computer interface (BCI) research advances, many new applications are being developed. Tasks can be performed in different virtual environments, and whether a BCI user can switch environments seamlessly will influence the ultimate utility of a clinical device. Approach: Here we investigate the importance of the immersiveness of the virtual environment used to train BCI decoders on the resulting decoder and its generalizability between environments.
View Article and Find Full Text PDFJMIR Pediatr Parent
January 2025
School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China.
Background: Previous research suggested that parent-administered pediatric tuina could improve symptoms of attention-deficit/hyperactivity disorder (ADHD), such as sleep quality and appetite.
Objective: This study aimed to explore the experiences and perceptions of parents administering pediatric tuina to school-aged children with ADHD in Hong Kong.
Methods: This qualitative study was embedded in a pilot randomized controlled trial on parent-administered pediatric tuina for improving sleep and appetite in school-aged children diagnosed with ADHD.
J Med Internet Res
January 2025
Department High-Tech Business and Entrepreneurship Section, Industrial Engineering and Business Information Systems, University of Twente, Enschede, Overijssel, Netherlands.
Health recommender systems (HRS) have the capability to improve human-centered care and prevention by personalizing content, such as health interventions or health information. HRS, an emerging and developing field, can play a unique role in the digital health field as they can offer relevant recommendations, not only based on what users themselves prefer and may be receptive to, but also using data about wider spheres of influence over human behavior, including peers, families, communities, and societies. We identify and discuss how HRS could play a unique role in decreasing health inequities.
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