Stefoska-Needham Anita, Goldman Allegra Leah
School of Medical, Indigenous and Health Sciences, Faculty of Science, Medicine and Health, University of Wollongong, Wollongong, New South Wales, Australia.
Nutr Diet. 2025 Apr;82(2):206-217. doi: 10.1111/1747-0080.12911. Epub 2024 Nov 3.
Gamification may be an effective tool in motivating sustained behaviour change. This study aimed to explore perspectives of Australian-based healthcare professionals, including dietitians, towards gamification in their practice when assisting patients/clients to achieve health-related goals.
Semi-structured online interviews were conducted with healthcare professionals. Data was audio-recorded, transcribed verbatim, de-identified and thematically analysed to identify key themes and inform the creation of personas.
Six dietitians, two psychologists, two exercise physiologists, one medical specialist, with 1-24 years of work experience, participated. Most participants (n = 7, 64%) were unable to articulate a definition of gamification, however, when offered more context, they could identify examples. Overall, participants were positive towards gamification, regardless of prior experience/exposure. Three themes emerged; (1) Variable familiarity with gamification, (2) Context matters, (3) Barriers hinder engagement/adoption. Stage of career rather than profession influenced participants' views of gamification, as reflected in three characterising personas; 'Joel: Early-Career, Progressive', 'Bella: Mid-Career, Stable' and 'Sam: Advanced-Career, Expert'.
Findings suggest that gamification is not widely used in health practice in Australia. Concerns about participation costs and data privacy are adoption barriers. Promotion of the effectiveness of gamification as a valuable adjunct tool to encourage behaviour change needs support from peak bodies. Embedding gamification in university curricula could better prepare graduates to engage with gamification in future practice. Further research capturing more diverse healthcare professionals' perspectives is required to fully understand the potential of gamification to change health behaviours, and to design feasible gamified solutions.
游戏化可能是促进持续行为改变的有效工具。本研究旨在探讨澳大利亚医疗保健专业人员(包括营养师)在协助患者/客户实现健康相关目标时,对其实践中游戏化的看法。
对医疗保健专业人员进行了半结构化在线访谈。数据进行了音频录制、逐字转录、去识别化处理,并进行了主题分析,以确定关键主题并为创建人物角色提供信息。
六名营养师、两名心理学家、两名运动生理学家、一名医学专家参与了研究,他们的工作经验为1至24年。大多数参与者(n = 7,64%)无法清晰阐述游戏化的定义,然而,当提供更多背景信息时,他们能够识别出相关示例。总体而言,无论之前是否有经验/接触过,参与者对游戏化持积极态度。出现了三个主题:(1)对游戏化的熟悉程度各异,(2)背景很重要,(3)障碍阻碍参与/采用。职业阶段而非专业影响了参与者对游戏化的看法,这在三个典型人物角色中得到体现:“乔尔:早期职业,进取型”、“贝拉:中期职业,稳定型”和“山姆:高级职业,专家型”。
研究结果表明,游戏化在澳大利亚的健康实践中并未得到广泛应用。对参与成本和数据隐私的担忧是采用的障碍。宣传游戏化作为鼓励行为改变的有价值辅助工具的有效性,需要行业顶尖机构的支持。将游戏化纳入大学课程可以让毕业生更好地为未来实践中应用游戏化做好准备。需要进一步开展研究,收集更多不同医疗保健专业人员的观点,以充分了解游戏化改变健康行为的潜力,并设计可行的游戏化解决方案。