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游戏化方法在献血延期体验中的支持作用:设计与可行性研究。

Gamification Approach to Provide Support About the Deferral Experience in Blood Donation: Design and Feasibility Study.

机构信息

Graduate School of Informatics, Kyoto University, Kyoto, Japan.

Fitting Cloud Inc., Kyoto, Japan.

出版信息

JMIR Hum Factors. 2024 Jun 14;11:e50086. doi: 10.2196/50086.

Abstract

BACKGROUND

Multiple studies have examined the impact of deferral on the motivation of prospective blood donors, proposing various policies and strategies to support individuals who undergo this experience. However, existing information and communications technology systems focused on blood donation have not yet integrated these ideas or provided options to assist with the deferral experience.

OBJECTIVE

This study aims to propose an initial gamified design aimed at mitigating the impact of the deferral experience by addressing the drivers of awareness and knowledge, interaction and validation, and motivation. Additionally, the study explores the feasibility of implementing such a system for potential users.

METHODS

We conducted a literature review focusing on the dynamics of motivation and intention related to blood donation, as well as the deferral situation and its impact on citizens. Through this review, we identified weak donor identity, lack of knowledge, and reduced motivation as key factors requiring support from appropriate interventions. These factors were then defined as our key drivers. Taking these into account, we proposed a gamification approach that incorporates concepts from the MDA framework. The aim is to stimulate the aforementioned drivers and expand the concept of contribution and identity in blood donation. For a preliminary evaluation, we designed a prototype to collect feedback on usability, usefulness, and interest regarding a potential implementation of our proposed gamification approach.

RESULTS

Among the participants, a total of 11 citizens interacted with the app and provided feedback through our survey. They indicated that interacting with the app was relatively easy, with an average score of 4.13 out of 5 when considering the 11 tasks of interaction. The SUS results yielded a final average score of 70.91 from the participants' answers. Positive responses were received when participants were asked about liking the concept of the app (3.82), being likely to download it (3.55), and being likely to recommend it to others (3.64). Participants expressed positivity about the implementation of the design but also highlighted current shortcomings and suggested possible improvements in both functionality and usability.

CONCLUSIONS

Although deferral is a common issue in blood donation, there is a missed opportunity in existing ICT services regarding how to effectively handle such experiences. Our proposed design and implementation seem to have captured the interest of prospective users due to its perceived positive usefulness and potential. However, further confirmation is needed. Improving the design of activities that currently rely heavily on extrinsic motivation elements and integrating more social components to create an enhanced activity loop for intrinsic motivation could further increase the value of the proposed project. Future research could involve conducting a more specialized and longitudinal design evaluation with a larger sample size.

摘要

背景

多项研究考察了延期对潜在献血者动机的影响,提出了各种政策和策略来支持经历这种情况的个人。然而,现有的血液捐献信息和通信技术系统尚未整合这些想法,也没有提供帮助延期体验的选项。

目的

本研究旨在提出一个初步的游戏化设计,旨在通过解决意识和知识、互动和验证以及动机的驱动因素来减轻延期体验的影响。此外,该研究还探讨了为潜在用户实施这种系统的可行性。

方法

我们进行了文献回顾,重点关注与献血相关的动机和意图动态,以及延期情况及其对公民的影响。通过这次回顾,我们确定了薄弱的献血者身份、缺乏知识和动机降低是需要支持的关键因素。这些因素随后被定义为我们的关键驱动因素。考虑到这些因素,我们提出了一种游戏化方法,该方法结合了 MDA 框架的概念。目的是激发上述驱动因素,并扩大献血中的贡献和身份概念。为了初步评估,我们设计了一个原型,以收集关于我们提出的游戏化方法潜在实施的可用性、有用性和兴趣的反馈。

结果

在参与者中,共有 11 名公民与应用程序进行了互动,并通过我们的调查提供了反馈。他们表示,与应用程序的互动相对容易,在考虑到 11 项互动任务时,平均得分为 4.13 分(满分 5 分)。SUS 结果得出参与者答案的最终平均得分为 70.91。当参与者被问及喜欢应用程序的概念(3.82)、可能下载(3.55)和可能推荐给他人(3.64)时,他们得到了积极的回应。参与者对设计的实施表示肯定,但也强调了当前的缺点,并对功能和可用性提出了可能的改进建议。

结论

尽管延期是献血中的常见问题,但在现有信息和通信技术服务中,如何有效地处理此类体验存在机会错失。由于其被认为具有积极的有用性和潜力,我们提出的设计和实施似乎引起了潜在用户的兴趣。然而,需要进一步确认。改进目前严重依赖外在动机元素的活动设计,并整合更多的社交组件,为内在动机创建一个增强的活动循环,可以进一步提高拟议项目的价值。未来的研究可以包括进行更专业和长期的设计评估,样本量更大。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ece7/11214031/baf383022d4a/humanfactors_v11i1e50086_fig1.jpg

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