Hsu Shao Huan, Lu Li Jung, Chou Pei Chin
College of Management, Institute of Healthcare Information Management, National Chung Cheng University, Chiayi County, Taiwan.
Department of Respiratory Care, Chang Gung University of Science and Technology, Chiayi County, Taiwan.
JMIR Serious Games. 2025 Jul 3;13:e66262. doi: 10.2196/66262.
The COVID-19 pandemic has significantly affected health care professionals, especially nurses, who have experienced elevated levels of stress, burnout, and physical health challenges. In the postpandemic era, supporting their well-being is crucial. Gamification, which is the application of game design elements in nongame contexts, has emerged as a promising strategy to promote engagement in health behaviors. This study explores the use of a gamified mobile app to support self-health management among nurses recovering from the COVID-19 experience.
This study aimed to evaluate the preliminary efficacy of a gamified mobile app for promoting self-health management among nurses who experienced the COVID-19 pandemic. The study examined whether gamification could enhance engagement, improve physical health outcomes, and encourage sustainable behavior change.
A single-arm pre-post intervention study was conducted using a user-centered design. The app was developed based on the Octalysis framework and goal-setting theory, incorporating personalized exercise prescriptions and health monitoring features. Nurses from a regional hospital in Hsinchu, Taiwan, participated in the 8-week intervention. Data were collected through interviews, pre- and postintervention surveys, and app usage analytics. Key outcomes included changes in step counts, BMI, and user engagement.
After the intervention, BMI classification improved significantly. The proportion of participants classified as obese decreased from 38.5% (90/234) to 13.7% (32/234), and the proportion of those classified as overweight increased from 24.8% (58/234) to 34.6% (81/234). Overall, the combined proportion of overweight or obese participants declined from 63.2% (148/234) to 48.3% (113/234), and that of participants with normal BMI increased from 18.4% (43/234) to 33.8% (79/234) (χ=29.98; P<.001). Octalysis tool results showed strong motivational engagement, with the highest scores in development and accomplishment (mean 7.29), epic meaning and calling (mean 7.05), and empowerment of creativity and feedback (mean 6.55).
The gamified mobile app demonstrated promising efficacy in enhancing self-health management among nurses in the post-COVID era by increasing physical activity and improving BMI. Gamification elements, such as achievement, purpose, and feedback, were effective in sustaining engagement. Further studies are recommended to assess long-term outcomes and broader applicability.
新冠疫情对医护人员,尤其是护士产生了重大影响,他们承受着更高水平的压力、职业倦怠和身体健康挑战。在疫情后时代,支持他们的身心健康至关重要。游戏化是指在非游戏情境中应用游戏设计元素,已成为促进健康行为参与的一种有前景的策略。本研究探讨使用一款游戏化移动应用程序来支持从新冠疫情经历中恢复的护士进行自我健康管理。
本研究旨在评估一款游戏化移动应用程序对促进经历新冠疫情的护士进行自我健康管理的初步效果。该研究考察了游戏化是否能增强参与度、改善身体健康状况并鼓励可持续的行为改变。
采用以用户为中心的设计进行单臂干预前后研究。该应用程序基于八角行为分析法框架和目标设定理论开发,纳入了个性化运动处方和健康监测功能。台湾新竹一家地区医院的护士参与了为期8周的干预。通过访谈、干预前后调查和应用程序使用分析收集数据。关键结果包括步数、体重指数(BMI)的变化以及用户参与度。
干预后,BMI分类有显著改善。被归类为肥胖的参与者比例从3