Suppr超能文献

健康与健身追踪中的游戏化伦理

Ethics of Gamification in Health and Fitness-Tracking.

机构信息

Philosophy and Ethics Section, Eindhoven University of Technology, 5612AE Eindhoven, The Netherlands.

Information Systems Group, Eindhoven University of Technology, 5612AE Eindhoven, The Netherlands.

出版信息

Int J Environ Res Public Health. 2021 Oct 21;18(21):11052. doi: 10.3390/ijerph182111052.

Abstract

The use of game-like elements is become increasingly popular in the context of fitness and health apps. While such "gamified" apps hold great potential in motivating people to improve their health, they also come with a "darker side". Recent work suggests that these gamified health apps raise a number of ethical challenges that, if left unaddressed, are not only morally problematic but also have adverse effects on user health and engagement with the apps. However, studies highlighting the ethical challenges of gamification have also met with criticism, indicating that they fall short of providing guidance to practitioners. In avoiding this mistake, this paper seeks to advance the goal of facilitating a practice-relevant guide for designers of gamified health apps to address ethical issues raised by use of such apps. More specifically, the paper seeks to achieve two major aims: (a) to propose a revised practice-relevant theoretical framework that outlines the responsibilities of the designers of gamified health apps, and (b) to provide a landscape of the various ethical issues related to gamified health apps based on a systematic literature review of the empirical literature investigating adverse effects of such apps.

摘要

游戏化元素在健身和健康类应用程序中越来越受欢迎。虽然这类“游戏化”应用程序在激励人们改善健康方面具有巨大的潜力,但它们也存在“阴暗面”。最近的研究表明,这些游戏化健康应用程序引发了一些伦理挑战,如果这些挑战得不到解决,不仅在道德上有问题,而且会对用户的健康和对应用程序的参与产生不利影响。然而,强调游戏化伦理挑战的研究也受到了批评,这表明它们未能为从业者提供指导。为了避免这一错误,本文旨在推进一个目标,即为游戏化健康应用程序的设计者提供一个与实践相关的指南,以解决此类应用程序使用引发的伦理问题。更具体地说,本文旨在实现两个主要目标:(a)提出一个经过修订的与实践相关的理论框架,概述了游戏化健康应用程序设计者的责任;(b)通过对调查此类应用程序不良影响的实证文献进行系统的文献回顾,提供一个与游戏化健康应用程序相关的各种伦理问题的全景图。

相似文献

1
Ethics of Gamification in Health and Fitness-Tracking.
Int J Environ Res Public Health. 2021 Oct 21;18(21):11052. doi: 10.3390/ijerph182111052.
2
Archetypes of Gamification: Analysis of mHealth Apps.
JMIR Mhealth Uhealth. 2020 Oct 19;8(10):e19280. doi: 10.2196/19280.
3
Gamification in Mobile Apps for Children With Disabilities: Scoping Review.
JMIR Serious Games. 2024 Sep 6;12:e49029. doi: 10.2196/49029.
6
The regulatory status of health apps that employ gamification.
Sci Rep. 2024 Sep 9;14(1):21016. doi: 10.1038/s41598-024-71808-2.
8
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.
BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.
9
Gamification to prevent climate change: a review of games and apps for sustainability.
Curr Opin Psychol. 2021 Dec;42:89-94. doi: 10.1016/j.copsyc.2021.04.008. Epub 2021 May 1.

引用本文的文献

2
Intrinsic motivations in health and fitness app engagement: A mediation model of entertainment.
Digit Health. 2025 Mar 13;11:20552076251326151. doi: 10.1177/20552076251326151. eCollection 2025 Jan-Dec.
3
Digital Fitness Revolution: User Perspectives on Fitbit's Role in Health Management.
Behav Sci (Basel). 2025 Feb 18;15(2):231. doi: 10.3390/bs15020231.
4
Immersive interfaces for clinical applications: current status and future perspective.
Front Neurorobot. 2024 Nov 27;18:1362444. doi: 10.3389/fnbot.2024.1362444. eCollection 2024.
6
Positive and Negative Impacts of Gamification on the Fitness Industry.
Eur J Investig Health Psychol Educ. 2023 Aug 2;13(8):1411-1422. doi: 10.3390/ejihpe13080103.

本文引用的文献

1
Recommendations for Implementing Gamification for Mental Health and Wellbeing.
Front Psychol. 2020 Dec 7;11:586379. doi: 10.3389/fpsyg.2020.586379. eCollection 2020.
4
Gamification for health and wellbeing: A systematic review of the literature.
Internet Interv. 2016 Nov 2;6:89-106. doi: 10.1016/j.invent.2016.10.002. eCollection 2016 Nov.
5
Safe-by-Design: from Safety to Responsibility.
Nanoethics. 2017;11(3):297-306. doi: 10.1007/s11569-017-0301-x. Epub 2017 Aug 22.
6
A systematic review of gamification in e-Health.
J Biomed Inform. 2017 Jul;71:31-48. doi: 10.1016/j.jbi.2017.05.011. Epub 2017 May 20.
7
Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling.
Health Place. 2017 Jul;46:328-336. doi: 10.1016/j.healthplace.2016.09.009. Epub 2016 Oct 28.
8
Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals.
Issues Ment Health Nurs. 2016 Dec;37(12):894-902. doi: 10.1080/01612840.2016.1233595. Epub 2016 Dec 1.
9
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.
JMIR Serious Games. 2016 Oct 24;4(2):e18. doi: 10.2196/games.5678.
10
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.
BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447.

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验