ArticleJMIR mHealth and uHealth2018
Creating Gameful Design in mHealth: A Participatory Co-Design Approach.
Article in JMIR mHealth and uHealth, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 56 papers, 4 of them syntheses that pooled it.
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Who cites it
56 citing papers in PubMed, 4 syntheses or guidelines pooled it, 127 citations in OpenAlex.
- There, but not there: older people in anti-ageism interventions.The Gerontologist · 2026Pooled it
- Examining Challenges to Co-Design Digital Health Interventions With End Users: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Generative Participatory Design Methodology to Develop Electronic Health Interventions: Systematic Literature Review.Journal of medical Internet research · 2020Pooled it
- Novel Virtual Reality Methods for the Treatment of Obsessive-Compulsive Disorder Using a User-Centered Design Approach: Focus Group Study.JMIR XR and spatial computing · 2026Article
- Participatory Design Approach in the Use of Scenario Analysis for Futureproofing Medical Education: Case Study.Journal of medical Internet research · 2025Article
- Empowering postpartum women: the role of mHealth apps in promoting mental health and obesity prevention.BMC women's health · 2025Article
- User-Driven Development of a Digital Behavioral Intervention for Chronic Pain: Multimethod Multiphase Study.JMIR formative research · 2025Article
- A Medication Management App (Smart-Meds) for Patients After an Acute Coronary Syndrome: Pilot Pre-Post Mixed Methods Study.JMIR cardio · 2025Article
- Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students-A Rapid Review and Pilot Study.International journal of environmental research and public health · 2025Review
- Co-Design of an Escape Room for e-Mental Health Training of Mental Health Care Professionals: Research Through Design Study.JMIR formative research · 2025Article
- American Medical Extended Reality Association Expert Consensus: Best Practices for Patient and Public Involvement in Medical Extended Reality Research.Journal of medical extended reality · 2025Article
- Influencing Factors and Implementation Pathways of Adherence Behavior in Intelligent Personalized Exercise Prescription: Qualitative Study.JMIR mHealth and uHealth · 2024Article
- Enhancing Digital Health Awareness and mHealth Competencies in Medical Education: Proof-of-Concept Study and Summative Process Evaluation of a Quality Improvement Project.JMIR medical education · 2024Article
- Citizen involvement in research on technological innovations for health, care or well-being: a scoping review.Health research policy and systems · 2024Article
- How to design equitable digital health tools: A narrative review of design tactics, case studies, and opportunities.PLOS digital health · 2024Review
- MyHospitalVoice - a digital tool co-created with children and adolescents that captures patient-reported experience measures: a study protocol.Research involvement and engagement · 2024Review
- Evaluating the Usability of an mHealth App for Empowering Cancer Survivors With Disabilities: Heuristic Evaluation and Usability Testing.JMIR human factors · 2024Article
- An Escape Game on University Students' Mental Health During the COVID-19 Pandemic: Cocreation Study.JMIR serious games · 2024Article
- A pilot study of a new app based on self-compassion for the prevention and promotion of mental health among Brazilian college students.Frontiers in psychology · 2024Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundGameful designs (gamification), using design pieces and concepts typically found in the world of games, is a promising approach to increase users' engagement with, and adherence to, electronic health and mobile health (mHealth) tools. Even though both identifying and addressing users' requirements and needs are important steps of designing information technology tools, little is known about the users' requirements and preferences for gameful designs in the context of self-management of chronic conditions.
objectiveThis study aimed to present findings as well as the applied methods and design activities from a series of participatory design workshops with patients with chronic conditions, organized to generate and explore user needs, preferences, and ideas to the implementation of gameful designs in an mHealth self-management app.
methodsWe conducted three sets of two consecutive co-design workshops with a total of 22 participants with chronic conditions. In the workshops, we applied participatory design methods to engage users in different activities such as design games, scenario making, prototyping, and sticky notes exercises. The workshops were filmed, and the participants' interactions, written products, ideas, and suggestions were analyzed thematically.
resultsDuring the workshops, the participants identified a wide range of requirements, concerns, and ideas for using the gameful elements in the design of an mHealth self-management app. Overall inputs on the design of the app concerned aspects such as providing a positive user experience by promoting collaboration and not visibly losing to someone or by designing all feedback in the app to be uplifting and positive. The participants provided both general inputs (regarding the degree of competitiveness, use of rewards, or possibilities for customization) and specific inputs (such as being able to customize the look of their avatars or by having rewards that can be exchanged for real-world goods in a gift shop). However, inputs also highlighted the importance of making tools that provide features that are meaningful and motivating on their own and do not only have to rely on gameful design features to make people use them.
conclusionsThe main contribution in this study was users' contextualized and richly described needs and requirements for gamefully designed mHealth tools for supporting chronic patients in self-management as well as the methods and techniques used to facilitate and support both the participant's creativity and communication of ideas and inputs. The range, variety, and depth of the inputs from our participants also showed the appropriateness of our design approach and activities. These findings may be combined with literature and relevant theories to further inform in the selection and application of gameful designs in mHealth apps, or they can be used as a starting point for conducting more participatory workshops focused on co-designing gameful health apps.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.