• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

通过游戏化和电子教练促进职业健康:一项为期 5 个月的用户参与研究。

Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study.

机构信息

Department of Industrial Engineering & Innovation Sciences, Eindhoven University of Technology, P.O. Box 513, 5600 Eindhoven, The Netherlands.

Fondazione Bruno Kessler, Via Sommarive, 18, 38123 Povo, Italy.

出版信息

Int J Environ Res Public Health. 2021 Mar 10;18(6):2823. doi: 10.3390/ijerph18062823.

DOI:10.3390/ijerph18062823
PMID:33802082
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8001294/
Abstract

Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users' goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed.

摘要

社交游戏化系统在促进健康生活方式方面显示出了潜力,但将其应用于职业环境面临着独特的设计挑战。虽然职业环境提供了自然的社交互动社区,但由于个人目标的异质性和隐私问题导致的公平性问题增加了设计引人入胜的游戏的难度。我们探索了一种两级游戏设计,其中第一级与实现个人目标有关,第二级是隐私保护的社交竞争,以最大限度地提高同事的目标合规性。该解决方案通过雇佣职业医生来加强,他们个性化用户的目标并远程指导他们。该设计在一项为期 5 个月的研究中进行了评估,共有来自荷兰一所大学的 53 名员工参与。结果表明,该应用程序帮助一半的参与者改善了他们的生活方式,并且大多数人都很欣赏医生在目标设定中的作用。然而,由于员工与医生之间单向沟通的可扩展性设计选择,长期的用户参与受到了影响。讨论了社交游戏化设计在职业健康中的意义。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/d5788d15fd2b/ijerph-18-02823-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/ac0dc4974c40/ijerph-18-02823-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/e3449c0b485e/ijerph-18-02823-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/d5788d15fd2b/ijerph-18-02823-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/ac0dc4974c40/ijerph-18-02823-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/e3449c0b485e/ijerph-18-02823-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8c07/8001294/d5788d15fd2b/ijerph-18-02823-g003.jpg

相似文献

1
Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study.通过游戏化和电子教练促进职业健康:一项为期 5 个月的用户参与研究。
Int J Environ Res Public Health. 2021 Mar 10;18(6):2823. doi: 10.3390/ijerph18062823.
2
Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients.用于年轻糖尿病患者的普及性辅导和游戏化平台的设计与评估。
Sensors (Basel). 2018 Jan 30;18(2):402. doi: 10.3390/s18020402.
3
Assistive Conversational Agent for Health Coaching: A Validation Study.用于健康指导的辅助对话代理:一项验证研究。
Methods Inf Med. 2019 Jun;58(1):9-23. doi: 10.1055/s-0039-1688757. Epub 2019 May 22.
4
A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life.基于游戏的老年人身体活动指导应用:设计方法及日常生活中的用户体验。
Games Health J. 2020 Jun;9(3):215-226. doi: 10.1089/g4h.2018.0163. Epub 2020 Feb 13.
5
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).概念模糊性围绕游戏化和严肃游戏在医疗保健:文献综述和发展基于游戏的干预措施报告指南(GAMING)。
J Med Internet Res. 2021 Sep 10;23(9):e30390. doi: 10.2196/30390.
6
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study.使用游戏化和持续玩家建模的个性化健身推荐系统的效果:系统设计与长期验证研究
JMIR Serious Games. 2020 Nov 17;8(4):e19968. doi: 10.2196/19968.
7
Gamification and Coaching in Remote Monitoring and Care Platforms.远程监测和护理平台中的游戏化和辅导。
Stud Health Technol Inform. 2022 May 25;294:644-648. doi: 10.3233/SHTI220548.
8
Serious Games, Gamification, and Serious Mental Illness: A Scoping Review.严肃游戏、游戏化与严重精神疾病:范围综述。
Psychiatr Serv. 2020 Feb 1;71(2):170-183. doi: 10.1176/appi.ps.201800567. Epub 2019 Oct 23.
9
Archetypes of Gamification: Analysis of mHealth Apps.游戏化的原型:移动健康应用分析。
JMIR Mhealth Uhealth. 2020 Oct 19;8(10):e19280. doi: 10.2196/19280.
10
Gamification Use and Design in Popular Health and Fitness Mobile Applications.健康与健身类手机应用中游戏化的使用与设计。
Am J Health Promot. 2019 Mar;33(3):448-451. doi: 10.1177/0890117118790394. Epub 2018 Jul 26.

引用本文的文献

1
Enterprise characteristics and occupational health literacy among essential service workers in Guangdong Province, China: a cross-sectional study.中国广东省关键服务行业工作者的企业特征与职业健康素养:一项横断面研究
Front Public Health. 2025 Aug 26;13:1632185. doi: 10.3389/fpubh.2025.1632185. eCollection 2025.
2
Examining the Effect of Self-Determined Appeal Organ Donation Messages and Respective Underlying Mechanism.考察自主决定捐献器官宣传信息及其潜在机制的效果。
Int J Environ Res Public Health. 2022 Aug 25;19(17):10619. doi: 10.3390/ijerph191710619.

本文引用的文献

1
Theory Integration for Lifestyle Behavior Change in the Digital Age: An Adaptive Decision-Making Framework.理论整合在数字时代的生活方式行为改变:一个自适应决策框架。
J Med Internet Res. 2021 Apr 9;23(4):e17127. doi: 10.2196/17127.
2
Biosensors in Occupational Safety and Health Management: A Narrative Review.生物传感器在职业安全与健康管理中的应用:叙事性综述。
Int J Environ Res Public Health. 2020 Apr 3;17(7):2461. doi: 10.3390/ijerph17072461.
3
Evaluation of the impact of extrinsic rewards on user engagement in a health promotion context.
评估外部奖励对健康促进环境中用户参与度的影响。
Annu Int Conf IEEE Eng Med Biol Soc. 2019 Jul;2019:3600-3604. doi: 10.1109/EMBC.2019.8856296.
4
Gamification for health and wellbeing: A systematic review of the literature.用于健康与福祉的游戏化:文献系统综述
Internet Interv. 2016 Nov 2;6:89-106. doi: 10.1016/j.invent.2016.10.002. eCollection 2016 Nov.
5
Unified Health Gamification can significantly improve well-being in corporate environments.统一健康游戏化可以显著改善企业环境中的幸福感。
Annu Int Conf IEEE Eng Med Biol Soc. 2017 Jul;2017:4507-4511. doi: 10.1109/EMBC.2017.8037858.
6
Future challenges for occupational health services can be prevented by proactive collaboration with the companies using the services: a participatory and reflection project.职业健康服务未来面临的挑战可以通过与使用这些服务的公司积极合作来预防:一个参与性和反思性项目。
J Multidiscip Healthc. 2017 May 24;10:217-225. doi: 10.2147/JMDH.S131382. eCollection 2017.
7
A systematic review of gamification in e-Health.电子健康中游戏化的系统评价。
J Biomed Inform. 2017 Jul;71:31-48. doi: 10.1016/j.jbi.2017.05.011. Epub 2017 May 20.
8
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.用于健康促进的游戏化:对智能手机应用中行为改变技术的系统评价
BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.
9
Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature.理解健康游戏化中的说服情境:对游戏化健康行为改变支持系统文献的系统分析。
Int J Med Inform. 2016 Dec;96:62-70. doi: 10.1016/j.ijmedinf.2016.02.006. Epub 2016 Feb 18.
10
Brain-Body Pathways Linking Psychological Stress and Physical Health.连接心理压力与身体健康的脑-身通路
Curr Dir Psychol Sci. 2015 Aug 1;24(4):313-321. doi: 10.1177/0963721415581476.