ArticleDigital health
Model to personalize mobiles applications according to the gamification user types for health behavioral change.
Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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3 authors.
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Abstract
Background: Adopting healthy habits improves longevity and well-being. Mobile health (mHealth) apps support such behaviors, with over 35,000 available as of 2018. Personalization and gamification are recognized as effective strategies to enhance user engagement and behavioral outcomes in mHealth applications. Objectives: This cross-sectional study explores links between user typologies (Hexad Scale) and preferences for 15 game and behavior change mechanisms. Methods: A preference matrix, derived from the literature, was tested on data from 214 respondents ( Results: Significant associations were observed for five mechanisms. Philanthropists were less likely to prefer collection (OR = 0.77, Conclusion: This study validated the preference matrix, highlighting four mechanisms, self-monitoring, progression, challenge, and quest, as broadly appealing across user profiles for mHealth design. Three novel profile-mechanism associations were identified, refining the model and underscoring the need for replication with a more diverse sample.
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