Designing Personalized Persuasive Game Elements for Older Adults in Health Apps
Abstract
:1. Introduction
2. Related Work
3. Materials and Methods
3.1. Research Questions
3.2. The DMC Model
3.3. Kano Model
3.4. Conjoint Analysis Method
- (1)
- Determination of product features and feature levels: Joint analysis starts with the identification of the features of the product or service.
- (2)
- Product simulation: The conjoint analysis considers all the features and feature levels of the product, and uses the orthogonal design method to combine these features and feature levels to generate a series of virtual products.
- (3)
- Data collection: Respondents are asked to evaluate the virtual products, and respondents’ preferences for the virtual products are investigated by scoring and ranking, etc.
- (4)
- Calculating the utility of features: Separate the consumer’s preference values for each feature and the level of the feature from the collected information, and these preference values are also the utility of the feature.
- (5)
- Product prediction: Utility values are used to predict how consumers will choose from different products and thus decide what should be done.
3.5. Research Framework
- (1)
- Screening the preferred gamification mechanics of the elderly. The demand attributes of gamification mechanisms were identified by the Kano model based on the DMC model.
- (2)
- Investigate the gamification elements preferred by older adults. The virtual products were designed with the gamification elements, and data from user evaluations were collected by the questionnaire.
- (3)
- Calculate the relative importance of game mechanics and the utility value of game elements using conjoint analysis. The preferred gamification elements were analyzed by comparing four characteristics of older adults (age, gender, income, and education).
- (4)
- Propose a modified gamification model and personalized gamification design suggestions for the senior health education app.
4. Results
4.1. Screening the Gamification Mechanics Preferred by the Elderly
4.2. Conjoint Analysis Questionnaire
4.3. Conjoint Analysis Method to Analyze Gamification Elements
4.3.1. Overall Conjoint Analysis of the Elderly Population
4.3.2. Conjoint Analysis by Age Classification
4.3.3. Conjoint Analysis by Gender Classification
4.3.4. Conjoint Analysis by Educational Background
4.3.5. Conjoint Analysis by Income
4.3.6. Summary of the Conjoint Analysis Results
5. Discussion
5.1. Discussion of Study Results
- (1)
- Analysis by age characteristics. The results of the study (Table 7) show that lower-aged seniors (55–70 years old) preferred feedback mechanisms (46.939%), while higher-aged seniors (70 years old and above) preferred reward mechanisms (52.542%); and, in terms of gamification elements, they preferred status level feedback and cash rewards, respectively. The reason may be that the lower-aged seniors focused more on their personal social image, while the higher-aged seniors focused more on practical benefits. Design suggestions: Various virtual levels should be used to motivate the younger seniors, such as giving identity authentication and increasing the corresponding usage rights. Financial rewards should be used for the older seniors, such as issuing red packet rewards, or using points to exchange with gifts, etc.
- (2)
- Analysis by gender characteristics. Table 8 shows that both males and females preferred the winning status mechanism with a relative importance of 58.491% and 45.833%, respectively. However, males preferred the social sharing element and females preferred the leaderboard element. This indicates that female seniors were happy to show their status in a group, while male seniors felt pressured to display their personal status on the leaderboard because they were afraid of failing and would be embarrassed about it. Male older adults prefer to share personal achievements through socializing with friends and gaining appreciation. This indicates that females are susceptible to virtual gamification elements, and this finding is similar to that of other researchers [37], indicating the credibility of the results of this study. Design suggestions: Different winning status mechanisms should be used in the design for males and females to meet the psychological needs of older adults. In addition, designers should design cash rewards for male users and status level feedback for female users.
- (3)
- Analysis by educational background. Educational background not only limits the comprehension ability and prevalence of use of health education apps by older users [41], but also affects users’ preferences for game elements. The results of the study showed (Table 9) that those in the group with less than secondary educational background were more interested in cash reward, which is a material persuasion element. The group with higher education preferred social sharing on the winning status mechanism, which is a spiritual persuasion element. Design suggestions: Cash rewards or red packet rewards should be used for users with a primary education background, followed by graphic feedback. For users with a secondary education background, a leaderboard element is recommended in addition to designing cash rewards. Multiple social sharing elements should be used for users with higher education background, followed by rewards of random gifts and status rank feedback.
- (4)
- Analysis by monthly income. Income affects human needs to some extent. The results of the study (Table 10) indicate that both groups with low income and high income preferred feedback mechanisms with a relative importance of 46.154% and 50.000%, respectively. However, low-income people preferred visual feedback, which is a utility functional need, while high-income people preferred status rank feedback, which is a need to satisfy self-esteem psychology. The group with middle income preferred the winning status mechanism (53.488%), preferred the social sharing element, and wanted to receive praise from friends for their winning status. According to Maslow’s hierarchical needs theory [57], as income increases, users’ needs change from functional needs to social and self-esteem needs, and users tend to show their personal status as their income grows. Design suggestions: Visual feedback elements should be designed for low-income groups, followed by cash rewards. Social sharing in winning status should be designed for middle-income groups, followed by cash rewards. Status level feedback should be designed for higher income groups, followed by point rewards and leaderboards.
5.2. DMC Pyramid Improvement Model for Aging
- (1)
- The mechanism layer is simplified. The modified model is facilitated design applications for older users. There are three main gamification mechanisms preferred by the elderly, namely winning status, reward, and feedback. Winning status means the user demonstrates the status of personal victory. Reward means some achievements and benefits brought by the user through actions or operations. Feedback means that the progress of the operation is displayed to the user during the operation, so that the user can understand the process.
- (2)
- The relationship between the mechanism layer and components layer was established. In this paper, the mechanism layer includes feedback, reward, and winning status. The component layer is the visual representation of the mechanism layer. The nine gamification elements are classified by the three mechanisms: social sharing, leaderboard, and text congratulations are the elements of winning status; cash rewards, point reward, and random gift rewards are the elements of the reward mechanism; and visual feedback, identity level, and graphic symbol feedback are the elements of the feedback mechanism.
- (3)
- In the designed application, the recommended gamification elements should be adopted according to four characteristics of the elderly (age, gender, monthly income, and educational background). The selection of elements for practical applications can refer to Table 12.
6. Conclusions
6.1. Research Conclusions and Contributions
6.2. Limitations and Future Work
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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How Users Feel When This Feature Is Provided | ||||
---|---|---|---|---|
Very useful | More useful | Does not matter | Impractical | Very impractical |
⚪ | ⚪ | ⚪ | ⚪ | ⚪ |
How users feel when this feature is not available | ||||
Very useful | More useful | Does not matter | Impractical | Very impractical |
⚪ | ⚪ | ⚪ | ⚪ | ⚪ |
Gamification Mechanics | Better–Worse Coefficient | Kano Attributes |
---|---|---|
Challenge | 0.1428, 0.1290 | Indifferent |
Feedback | 0.4467, 0.3933 | One-dimensional |
Competition | 0.1712, 0.1369 | Indifferent |
Reward | 0.3377, 0.6623 | One-dimensional |
Punishment | 0.1704, 0.1481 | Indifferent |
Cooperation | 0.2353, 0.2157 | Indifferent |
Winning status | 0.3701, 0.1948 | Must-be |
Gamification Mechanics | Gamification Elements | Explanation |
---|---|---|
Winning status | Social sharing | Share personal achievements with familiar people and receive praise. |
Leaderboard | Display the user’s ranking in the community. | |
Text congratulations | A text pop-up appears to congratulate the user on completing the task. | |
Reward | Cash reward | Give cash rewards when users complete operational tasks. |
Point reward | Use points as a virtual currency and long-term points to provide exchange rewards. | |
Random gift reward | Gift rewards for user actions, where the type and value of the gift are randomized to increase novelty and anticipation. | |
Feedback | Identity level | The more tasks the user achieves, the higher the status level; feedback on the progress status of the individual. |
Visual feedback | Color change (text or icon) to indicate the user’s operation status. | |
Graphic feedback | Graphic descriptions of user operations. |
Virtual Products | Feedback | Reward | Winning Status |
---|---|---|---|
1 | Graphic feedback | Point reward | Text congratulations |
2 | Graphic feedback | Random gift reward | Social sharing |
3 | Identity level | Cash reward | Text congratulations |
4 | Identity level | Random gift reward | Leaderboard |
5 | Identity level | Point reward | Social sharing |
6 | Visual feedback | Random gift reward | Text congratulations |
7 | Visual feedback | Cash reward | Social sharing |
8 | Graphic feedback | Cash reward | Leaderboard |
9 | Visual feedback | Point reward | Leaderboard |
Characteristic | Category | Number | Percentage |
---|---|---|---|
Gender | Male | 45 | 43.69% |
Female | 58 | 56.31% | |
Age | 55–70 years old | 79 | 76.70% |
>70 years old | 24 | 23.30% | |
Income (CNY) | <2000 | 16 | 15.53% |
2000–5000 | 52 | 50.49% | |
>5000 | 35 | 33.98% | |
Education | Elementary education (primary school) | 19 | 18.45% |
Secondary education (middle school, high school, vocational high school, etc.) | 50 | 48.54% | |
Higher education (university degree or higher) | 34 | 33.01% |
Attribute | Attribute Level | Utility Value | Relative Importance |
---|---|---|---|
Feedback | Visual feedback | −0.03 | 10.204% |
Identity level | 0.010 | ||
Graphic feedback | −0.06 | ||
Reward | Cash reward | 0.42 | 40.816% |
Point reward | −0.023 | ||
Random gift reward | −0.019 | ||
Winning Status | Social sharing | 0.036 | 48.980% |
Leaderboard | −0.042 | ||
Text congratulations | 0.006 | ||
Pearson’s R | 0.869 | p = 0.001 | |
Kendall’s tau | 0.648 | p = 0.008 |
Attribute | Attribute Level | Utility Value | |
---|---|---|---|
(Age 55–70) | (Age > 70) | ||
Feedback | Visual feedback | −0.042 | 0.125 |
Identity level | 0.055 | −0.139 | |
Graphic feedback | −0.013 | 0.014 | |
Relative importance | 46.939% | 32.203% | |
Reward | Cash reward | −0.021 | 0.250 |
Point reward | 0.025 | −0.181 | |
Random gift reward | −0.004 | −0.069 | |
Relative importance | 22.449% | 52.542% | |
Winning Status | Social sharing | 0.03 | 0.069 |
Leaderboard | −0.038 | −0.056 | |
Text congratulations | 0.013 | −0.014 | |
Relative importance | 30.612% | 15.254% | |
Pearson’s R | 0.740 (p = 0.011) | 0.975 (p = 0.000) | |
Kendall’s tau | 0.704 (p = 0.004) | 0.889 (p = 0.000) |
Attribute | Gamification Elements | Utility Value | |
---|---|---|---|
(Male) | (Female) | ||
Feedback | Visual feedback | −0.022 | 0.011 |
Identity level | 0.000 | 0.017 | |
Graphic feedback | 0.022 | −0.029 | |
Relative importance | 11.321% | 33.333% | |
Reward | Cash reward | 0.074 | 0.017 |
Point reward | −0.044 | −0.006 | |
Random gift reward | −0.030 | −0.011 | |
Relative importance | 30.189% | 20.833% | |
Winning Status | Social sharing | 0.089 | −0.006 |
Leaderboard | −0.141 | 0.034 | |
Text congratulations | 0.052 | −0.029 | |
Relative importance | 58.491% | 45.833% | |
Pearson’s R | 0.860 (p = 0.001) | 0.975 (p = 0.000) | |
Kendall’s tau | 0.889 (p = 0.000) | 0.923 (p = 0.001) |
Attribute | Gamification Elements | Utility Value | ||
---|---|---|---|---|
Primary Education | Secondary Education | Higher Education | ||
Feedback | Visual feedback | 0.129 | −0.039 | −0.029 |
Identity level | −0.170 | 0.020 | 0.071 | |
Graphic feedback | 0.041 | 0.020 | −0.042 | |
Relative importance | 38.636% | 11.765% | 22.973% | |
Reward | Cash reward | 0.199 | 0.118 | −0.069 |
Point reward | −0.170 | 0.000 | 0.018 | |
Random gift reward | −0.029 | −0.118 | 0.051 | |
Relative importance | 47.727% | 47.059% | 24.324% | |
Winning Status | Social sharing | 0.041 | −0.078 | 0.111 |
Leaderboard | −0.064 | 0.127 | −0.149 | |
Text congratulations | 0.023 | −0.049 | 0.038 | |
Relative importance | 13.636% | 41.176% | 52.703% | |
Pearson’s R | 0.999 (p = 0.000) | 0.965 (p = 0.000) | 0.936 (p = 0.000) | |
Kendall’s tau | 1.000 (p = 0.000) | 0.837 (p = 0.001) | 0.771 (p = 0.002) |
Attribute | Gamification Elements | Utility Value | ||
---|---|---|---|---|
<2000 | 2000–5000 | >5000 | ||
Feedback | Visual feedback | 0.174 | 0.002 | −0.092 |
Identity level | −0.201 | 0.009 | 0.108 | |
Graphic feedback | 0.028 | −0.011 | −0.016 | |
Relative importance | 46.154% | 6.977% | 50.000% | |
Reward | Cash reward | 0.174 | 0.066 | −0.054 |
Point reward | −0.139 | −0.043 | 0.060 | |
Random gift reward | −0.035 | −0.024 | −0.006 | |
Relative importance | 38.462% | 39.535% | 28.571% | |
Winning Status | Social sharing | 0.028 | 0.060 | 0.003 |
Leaderboard | −0.076 | −0.088 | 0.041 | |
Text congratulations | 0.049 | 0.028 | −0.044 | |
Relative importance | 15.385% | 53.488% | 21.429% | |
Pearson’s R | 0.992 (p = 0.000) | 0.890 (p = 0.001) | 0.987 (p = 0.000) | |
Kendall’s tau | 0.971 (p = 0.000) | 0.807 (p = 0.002) | 0.836 (p = 0.001) |
Characteristic | Category | Gamification Mechanics Recommendation |
---|---|---|
Overall | 103 subjects | Winning Status, Rewards, Feedback |
Age | 55–70 years old | Feedback, Winning Status, Reward |
>70 years old | Reward, Feedback, Winning Status | |
Gender | Male | Winning Status, Reward, Feedback |
Female | Winning Status, Feedback, Reward | |
Educational background | Elementary education | Reward, Feedback, Winning Status |
Secondary education | Reward/Winning Status, Feedback | |
Higher education | Winning Status, Reward/Feedback | |
Personal monthly income (CNY) | <2000 | Feedback, Reward, Winning Status |
2000–5000 | Winning Status, Reward, Feedback | |
>5000 | Feedback, Reward/Winning Status |
Characteristic | Category | Feedback | Rewards | Winning Status |
---|---|---|---|---|
Overall | 103 subjects | Identity level | Cash reward | Social sharing |
Age | 55–70 years old | Identity level | Point reward | Social sharing |
>70 years old | Visual feedback | Cash reward | Social sharing | |
Gender | Male | Graphic feedback | Cash reward | Social sharing |
Female | Identity level | Cash reward | Leaderboard | |
Educational background | Elementary education | Visual feedback | Cash reward | Social sharing |
Secondary education | Identity level/Graphic feedback | Cash reward | Leaderboard | |
Higher education | Identity level | Random gift reward | Social sharing | |
Income (CNY) | <2000 | Visual feedback | Cash reward | Text congratulations |
2000–5000 | Identity level | Cash reward | Social sharing | |
>5000 | Identity level | Point reward | Leaderboard |
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Share and Cite
Guo, Y.; Yuan, T.; Yue, S. Designing Personalized Persuasive Game Elements for Older Adults in Health Apps. Appl. Sci. 2022, 12, 6271. https://doi.org/10.3390/app12126271
Guo Y, Yuan T, Yue S. Designing Personalized Persuasive Game Elements for Older Adults in Health Apps. Applied Sciences. 2022; 12(12):6271. https://doi.org/10.3390/app12126271
Chicago/Turabian StyleGuo, Yongyan, Tongyao Yuan, and Siyu Yue. 2022. "Designing Personalized Persuasive Game Elements for Older Adults in Health Apps" Applied Sciences 12, no. 12: 6271. https://doi.org/10.3390/app12126271
APA StyleGuo, Y., Yuan, T., & Yue, S. (2022). Designing Personalized Persuasive Game Elements for Older Adults in Health Apps. Applied Sciences, 12(12), 6271. https://doi.org/10.3390/app12126271