2018
Giunti, Guido
3MD for chronic conditions: A model for motivational mHealth design Väitöskirja
Tieto- ja sähkötekniikan tiedekunta, Oulun yliopisto, 2018, ISBN: 978-952-62-2015-4.
Abstract | Links | BibTeX | Avainsanat: chronic conditions, consumer health informatics, englanninkieliset väitöskirjat, gamification, health behavioral change, information systems, medical informatics, mHealth, user-centered design
@phdthesis{Giunti2018,
title = {3MD for chronic conditions: A model for motivational mHealth design},
author = {Guido Giunti},
url = {https://urn.fi/URN:ISBN:9789526220154},
isbn = {978-952-62-2015-4},
year = {2018},
date = {2018-01-01},
school = {Tieto- ja sähkötekniikan tiedekunta, Oulun yliopisto},
abstract = {Chronic conditions are the leading cause of death in the world. Major improvements in acute care and diagnostics have created a tendency towards the chronification of formerly terminal conditions, requiring people with these conditions to learn how to self-manage. Mobile technologies hold promise as self-management tools due to their ubiquity and cost-effectiveness.
The delivery of health-related services through the use of mobile technologies (mHealth) has grown exponentially in recent years. However, only a fraction of these solutions takes into consideration the views of relevant stakeholders like healthcare professionals or even patients. The use of behavioral change models (BCM) has proven important in developing successful health solutions, yet engaging patients remains a challenge. There is a trend in mHealth solutions called gamification that attempts to use game elements to drive user behavior and increase engagement. As it stands, designers of mHealth solutions for behavioral change in chronic conditions have no clear way of deciding what factors are relevant to consider.
This doctoral thesis is framed in Consumer Health Informatics within the field of Medical Informatics and Information Systems. The focus of this work was to discover factors for the design of mHealth solutions for chronic patients; to do so, negotiations between medical knowledge, BCM and gamification were explored through an embedded case study research methodology. The data obtained was thematically analyzed to create the Model for Motivational Mobile-health Design for Chronic conditions (3MD).
The 3MD model guides the design of condition-oriented gamified behavioral change mHealth solutions. The main components are: 1) Condition specific, which describe factors that need to be adjusted and adapted for each particular chronic condition; 2) Motivation related, which are factors that address how to influence behaviors in an engaging manner; and 3) Technology based, which are factors that are directly connected to the technical capabilities of mobile technologies. 3MD also provides a series of high level illustrative design questions for designers to use and consider during the design process.
The work on this thesis addresses a recognized gap in research and practice, and proposes a unique model that could be of use in the generation of new solutions to help chronic patients.},
keywords = {chronic conditions, consumer health informatics, englanninkieliset väitöskirjat, gamification, health behavioral change, information systems, medical informatics, mHealth, user-centered design},
pubstate = {published},
tppubtype = {phdthesis}
}
The delivery of health-related services through the use of mobile technologies (mHealth) has grown exponentially in recent years. However, only a fraction of these solutions takes into consideration the views of relevant stakeholders like healthcare professionals or even patients. The use of behavioral change models (BCM) has proven important in developing successful health solutions, yet engaging patients remains a challenge. There is a trend in mHealth solutions called gamification that attempts to use game elements to drive user behavior and increase engagement. As it stands, designers of mHealth solutions for behavioral change in chronic conditions have no clear way of deciding what factors are relevant to consider.
This doctoral thesis is framed in Consumer Health Informatics within the field of Medical Informatics and Information Systems. The focus of this work was to discover factors for the design of mHealth solutions for chronic patients; to do so, negotiations between medical knowledge, BCM and gamification were explored through an embedded case study research methodology. The data obtained was thematically analyzed to create the Model for Motivational Mobile-health Design for Chronic conditions (3MD).
The 3MD model guides the design of condition-oriented gamified behavioral change mHealth solutions. The main components are: 1) Condition specific, which describe factors that need to be adjusted and adapted for each particular chronic condition; 2) Motivation related, which are factors that address how to influence behaviors in an engaging manner; and 3) Technology based, which are factors that are directly connected to the technical capabilities of mobile technologies. 3MD also provides a series of high level illustrative design questions for designers to use and consider during the design process.
The work on this thesis addresses a recognized gap in research and practice, and proposes a unique model that could be of use in the generation of new solutions to help chronic patients.
2017
Koivisto, Jonna
Learning clinical reasoning through game-based simulation: Design principles for simulation games Väitöskirja
Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto. , 2017, ISBN: 978-952-03-0550-5.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, games, gamification, information systems, motivation
@phdthesis{Koivisto2017b,
title = {Learning clinical reasoning through game-based simulation: Design principles for simulation games},
author = {Jonna Koivisto},
url = {https://urn.fi/URN:ISBN:978-952-03-0550-5},
isbn = {978-952-03-0550-5},
year = {2017},
date = {2017-01-01},
school = {Informaatiotutkimus ja interaktiivinen media, Tampereen yliopisto. },
abstract = {Gamification is a design approach that draws from game design in order to induce gameful experiences in different contexts, and has become a trending topic in the industry and academia in recent years. Increasing numbers of products and services are being designed to include some gameful elements with the goal of inducing experiences such as mastery, enjoyment, flow or relatedness, in addition to their core functions. The concept can be traced to a larger development of gamification in culture and society where games and game play have become a mainstream entertainment form and are increasingly permeating all aspects of our daily lives.
This dissertation focuses on gamification, seen as an intentional design aspect of information systems, and the factors that influence the use of gamified systems. The dissertation examines the perceived benefits of gamification, and their relationship with intention to use gamification services based on empirical data gathered via surveys from the users of a gamification service. Furthermore, the dissertation reviews empirical research on gamification based on a systematically gathered body of literature and draws conclusions on the state of research on the topic. The theoretical background of the work is multidisciplinary drawing from the fields of information system science and game research.
The main contributions of the dissertation relate to 1) the utilitarian, hedonic and social benefits of gamification and how these contribute to the use of gamification services, 2) the demographic differences in the relationships between benefits and use intentions, and 3) the findings from an overarching literature review on how and where gamification is implemented, how it is studied, and how the results are converging with regards to the effectiveness of gamification.
The findings indicate that gamification systems are used for both their utility, as well as for hedonic reasons. Secondly, the findings indicate the significant role of the social benefits such as receiving recognition from the social community that influence the use of gamification. Thirdly, in regard to user attributes and factors, this work shows that demographic factors affect some of the perceived benefits of gamification, as well as presents empirical evidence of the so-called novelty effects of gamification. Fourthly, the dissertation presents the most comprehensive view of gamification literature to date. The current mapping indicates that research efforts have been rather focused, and several perspectives still lack attention. However, gamification research reports mainly positively oriented results from gamification experiments, thus providing support for continuing the research efforts on the potential of gamification.},
keywords = {englanninkieliset väitöskirjat, games, gamification, information systems, motivation},
pubstate = {published},
tppubtype = {phdthesis}
}
This dissertation focuses on gamification, seen as an intentional design aspect of information systems, and the factors that influence the use of gamified systems. The dissertation examines the perceived benefits of gamification, and their relationship with intention to use gamification services based on empirical data gathered via surveys from the users of a gamification service. Furthermore, the dissertation reviews empirical research on gamification based on a systematically gathered body of literature and draws conclusions on the state of research on the topic. The theoretical background of the work is multidisciplinary drawing from the fields of information system science and game research.
The main contributions of the dissertation relate to 1) the utilitarian, hedonic and social benefits of gamification and how these contribute to the use of gamification services, 2) the demographic differences in the relationships between benefits and use intentions, and 3) the findings from an overarching literature review on how and where gamification is implemented, how it is studied, and how the results are converging with regards to the effectiveness of gamification.
The findings indicate that gamification systems are used for both their utility, as well as for hedonic reasons. Secondly, the findings indicate the significant role of the social benefits such as receiving recognition from the social community that influence the use of gamification. Thirdly, in regard to user attributes and factors, this work shows that demographic factors affect some of the perceived benefits of gamification, as well as presents empirical evidence of the so-called novelty effects of gamification. Fourthly, the dissertation presents the most comprehensive view of gamification literature to date. The current mapping indicates that research efforts have been rather focused, and several perspectives still lack attention. However, gamification research reports mainly positively oriented results from gamification experiments, thus providing support for continuing the research efforts on the potential of gamification.
2011
Storgårds, Jan
Tietojärjestelmätiede, Aalto-yliopisto, 2011, ISBN: 978-952-60-4087-5.
Abstract | Links | BibTeX | Avainsanat: brands, consumers, englanninkieliset väitöskirjat, evaluation, games, information systems, knowledge
@phdthesis{Storgårds2011,
title = {Brand equity of digital games: The influence of product brand and consumer experiences as sources of unique value},
author = {Jan Storgårds},
url = {http://urn.fi/URN:ISBN:978-952-60-4087-5},
isbn = {978-952-60-4087-5},
year = {2011},
date = {2011-01-01},
school = {Tietojärjestelmätiede, Aalto-yliopisto},
abstract = {By demonstrating something unique a product stands out from the mass. This is the starting point of brand awareness, which exerts influence over consumers’ product evaluation processes. Particularly in the digital games industry, the creation of unique value is vital as games utilize intangible modes of distribution lacking physical form, which ultimately leads to difficulties in highlighting and facilitating evaluation of a game’s defining characteristics. The objective of this thesis is to determine and conceptualize how a game functions as a source of unique value.
A game’s varied defining characteristics function as the source of brand equity which results in incremental effects influencing consumers’ product evaluation. The unique value characteristics of games are studied from three perspectives: 1) by examining the motivational aspects of digital games consumption; 2) by investigating the influence of brand image and prior experience on product evaluation regarding a game’s salient qualities and 3) by demonstrating the organizational practices involved in the development of unique qualities by processing novel game ideas within digital game studios.
Three interrelated theories are adapted from various research contexts regarding the brand equity phenomenon - motivational theory, information processing theory of consumer choice and boundary objects-in-use in organizational practices. This thesis uses methodology triangulation to answer the research question, both quantitative (surveys and multivariate data analysis) and qualitative methods (interpretative case study) are applied to four data collection samples; three from consumers and one from game developers.
The main contribution of this study is that both the game brand and prior experience are central elements which result in incremental influences on consumers’ product evaluation processes. First, the results indicate that both intrinsic and extrinsic motivational aspects of consumption are important determinants of perceived value. Enjoyment, particularly the fun in games, plays a more important role during the awareness creation process than usefulness. Second, the results suggest that the influence of brand image on product evaluation is covert and this modifies consumers’ decision making structures. This leads to a reprioritization of attribute importance in which prior game playing experience maintains an additional significant role. Third, the processing of ideas in digital games studios is an imperative and complex practice. The overwhelming amount of knowledge conflicts during idea processing practices lead to the birth of unique value.
Following the results of this thesis, digital games should be viewed as experience information goods. The findings provide novel theoretical and practical perspectives regarding brand equity and demonstrate how a combination of unique value characteristics can be used to create a successful game which stands out from the mass.},
keywords = {brands, consumers, englanninkieliset väitöskirjat, evaluation, games, information systems, knowledge},
pubstate = {published},
tppubtype = {phdthesis}
}
A game’s varied defining characteristics function as the source of brand equity which results in incremental effects influencing consumers’ product evaluation. The unique value characteristics of games are studied from three perspectives: 1) by examining the motivational aspects of digital games consumption; 2) by investigating the influence of brand image and prior experience on product evaluation regarding a game’s salient qualities and 3) by demonstrating the organizational practices involved in the development of unique qualities by processing novel game ideas within digital game studios.
Three interrelated theories are adapted from various research contexts regarding the brand equity phenomenon - motivational theory, information processing theory of consumer choice and boundary objects-in-use in organizational practices. This thesis uses methodology triangulation to answer the research question, both quantitative (surveys and multivariate data analysis) and qualitative methods (interpretative case study) are applied to four data collection samples; three from consumers and one from game developers.
The main contribution of this study is that both the game brand and prior experience are central elements which result in incremental influences on consumers’ product evaluation processes. First, the results indicate that both intrinsic and extrinsic motivational aspects of consumption are important determinants of perceived value. Enjoyment, particularly the fun in games, plays a more important role during the awareness creation process than usefulness. Second, the results suggest that the influence of brand image on product evaluation is covert and this modifies consumers’ decision making structures. This leads to a reprioritization of attribute importance in which prior game playing experience maintains an additional significant role. Third, the processing of ideas in digital games studios is an imperative and complex practice. The overwhelming amount of knowledge conflicts during idea processing practices lead to the birth of unique value.
Following the results of this thesis, digital games should be viewed as experience information goods. The findings provide novel theoretical and practical perspectives regarding brand equity and demonstrate how a combination of unique value characteristics can be used to create a successful game which stands out from the mass.