Gene S
Lysko, Medical Writer
Gamification is
the application of select elements of game theory and game mechanics to solve
non-game problems, such as negative behavior.
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We’re
not playing games here. A patient’s adherence to a treatment plan and a
subject’s compliance with research protocols are stubborn and common problems
in medicine and clinical research, respectively. The reasons for poor treatment
adherence or compliance may be simple, or dizzyingly complex—and sometimes
both. “I forgot” can be the result of simple and complex behavioral processes.
Grounded in an understanding of certain aspects of human nature, gamification
may provide an opportunity to help establish healthy habits and overcome
treatment obstacles.
Why it works
People
like to compete. They have a natural desire to achieve and to be recognized or
rewarded for their success. Gamification takes advantage of these and other traits,
engaging people to help them “do better,” eg, following their doctor’s
instructions, keeping their appointments, completing their diaries, honoring prohibitions
and restrictions specified in research protocols.
Complex
gamification systems are built around peoples’ desire to be part of a
community, and to occupy a certain position within that community. This
position, which we can call status, can be an important source of motivation
for many people, as can the opportunity to increase one’s rank in the community.
Through the lens of gamification, status is gained and advanced by winning points
and unlocking higher and higher levels, in effect defining one’s rank in the
community. Points might also be earned with the goal of redeeming them for
rewards such as gift cards. Encouragement within a game can be given with simple
measures of success such as a progress bar or the awarding of stars or badges.
Examples
Status
– Congratulations, you’ve taken all of your medicine today! You are now in the
top 20%!
Encouragement
- You can do it. You’re halfway there already!
Implementation
Because
of its very nature, gamification is commonly and effectively built into
software. Digital trackers, for example, may take the form of a mobile
application, or they may operate within a website. Such trackers are designed
to positively influence behaviors such as medication compliance, appointment keeping,
and diary completion. Through intuitive functionality and creative design, gamification
is often employed as a behavior-modification tool, not as a game.
Conclusion
Gamification
can help solve stubborn problems in disease management and clinical research.
Simple tools that appeal to common human desires can help establish positive
habits and improve treatment adherence and compliance with clinical trial
protocols. Artcraft Health Education can help you apply these tactics to your unique
challenge. Ask us how.
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