Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study
Abstract
:1. Introduction
2. Literature Review
2.1. Related Work on Gamification in Occupational Settings
2.2. Unified Health Gamification
2.3. Transtheoretical Model of Behavior Change
3. Design of DMCoach+ and Evaluation Goals
3.1. Overview of the Design
3.2. Two-Level Game Design
- Personal challenge: The first level of game rules assigns points based on achieved users’ personalized health goals that are defined together with their company physician. Points at this level stimulate users to reach a certain number of target points in each month (e.g., 100).
- Social challenge: The second level of game rules assigns bonus points each time a user scores points in the personal challenge (first level). Points at this level are put on a social leaderboard. However, for the sake of privacy, it is not disclosed in the social newsfeed of the app implementation any of the specific reasons why a colleague scores points.
3.3. Involvement of Occupational Physicians
3.4. Evaluation Goals
- To observe the temporal change of user engagement in a natural occupational health setting over a relatively long period: How does user engagement change over time?
- To study the behavioral impacts of the application on real users: Do users make actual progress towards their personal behavior change goals? Do they perceive a positive role of the application in their behavior change processes?
- To evaluate the designed level of involvement of the physicians: How do users evaluate the involvement of the physicians in different phases of the program? Do they perceive the one-way communication design negatively in terms of long-term engagement?
4. Method
4.1. Study Design and Context
4.2. Participants
4.3. Procedure
4.4. Measurements
4.5. Privacy, Data Management, and Ethical Considerations
4.6. Data Analysis
5. Results
5.1. Descriptive Results of App Use
5.2. Behavioral Impact of DMCoach+
“I don’t know if I would not have reached my goals without the app, but I did start cycling to work instead of taking the car. I did already sport, but the app is a motivation because you want to register your physical activity. So, it’s easier to go, because it keeps you on track.” (participant 1)“One of my goals was to not add sugar anymore to my tea or coffee. I think I achieved this goal in two weeks. I just stopped right away. It was not very difficult. I’m still off sugar. I’m eating sweet things, but I don’t add any sugar.[…]In the beginning I was using the app, so I kept trying to stick to this. Furthermore, I think the application in the beginning contributed to this [achieving the goals].” (participant 5)“I think definitely [the application helped] in the first weeks. Because you want to track your workout and reach your goals. However, if you forgot to track your workout with the band it is very motivating to continue another day. Because it was calculated in the app.” (participant 12)
“I think in general the app was good for awareness, it was good for motivation, but not if there was something beyond your control.” (participant 2)“The app certainly helped me to lose 6 kilos of weight. This was not something I was able to do before.[…]Yes, I think so [the app was helpful]. Filling in the food helps, and the comments from the coach as well. I’m very sensitive to numbers, so things like the band really helped me as well. The band and the project itself really stimulated me.” (participant 8)“I wanted to move more, because I was actually not sporting at all. However, I did realize that I was already moving a lot anyway as discovered by the app. I also started smoking and drinking less. I used to drink quite a lot during the week but because I had to report it in the app, I adjusted how much I drank. Furthermore, the most important goal was to lose weight, and I think I achieved all my goals. (participant 9)”“I wanted to lose weight and I achieved this. The goal of using the app made you think about what you ate and that was a real profit. It made you aware. Yes, I do [think the application helped], because it’s an “ace in the hole” [free translation from Dutch].” (participant 13)
5.3. User Evaluation of the Involvement of the Occupational Physician
“There was no problem. It was clear. It is better to have a coach otherwise you might set a goal that is too high for you to reach or too low because you want short term gratification. Overall it was nice to have [the coach].” (participant 5)“Having the coach set a couple of specific and achievable goals was very good. Otherwise I would just be doing something without knowing where I’m going. The goals for calorie intake and workouts were specifically set by the coach. That was good.” (participant 6)
“However, I especially think that the fact that there was a real coach involved was a very useful aspect. It gave a feeling of trust.[…]Furthermore, I took the messages more seriously knowing that there was a real coach involved. It felt more trustworthy and someone was putting in the effort so I should do this as well.” (participant 9)“It was okay. We decided on the targets, of course. The communication with the doctor makes it more serious. It makes you more confident about what you are doing because you are not always sure yourself.” (participant 12)
“Yes, and the possibility to send a message back. Because there was a message like “it seems like some of you are not wearing the band anymore”. Furthermore, then I thought, yes, I knew because my dog ate it. However, I could not reply this. So more interaction [would be better].” (participant 3)“It was one-way so there was not really communication. However, what I received was nice, like I said about the theme messages. Once I received a message that I was doing better than the average person so that was really fun. However, it did not really feel like communication. However, I also don’t really need this. Maybe sometimes to ask a quick question in the app when we got the theme message. So now I googled any questions, but then I was not really sure if it is true or not.” (participant 9)“It was very frustrating that it was one-way communication. I could not ask questions. It would have been nice to communicate with the coach. The method for this does not matter as long as it’s possible.” (participant 14)
“Unfortunately, I was not able to receive an answer from you so that was not very nice for me. If a person was not using the app anymore, I stopped sending messages. So I concentrated on those who were still active. However, I found it very hard to motivate people when I was not able to communicate well with them. Two-way interaction would be absolutely beneficial. The first meeting was the best, because I could set goals together with the person. I would have been nice if you would have been able to answer or ask me questions. I think it would improve the overall results.” (the occupational physician)
6. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Game Rule | Child | Youth | Adult | Elder |
---|---|---|---|---|
Move more than 500 m, but less than 2500 m | 40 points | 20 points | 20 points | 60 points |
Move more than 2500 m | 200 points | 100 points | 100 points | 300 points |
Ride a Spinning Bike for 30 min | 150 points | 75 points | 75 points | 300 points |
… | … | … | … | … |
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Zhang, C.; van Gorp, P.; Derksen, M.; Nuijten, R.; IJsselsteijn, W.A.; Zanutto, A.; Melillo, F.; Pratola, R. Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study. Int. J. Environ. Res. Public Health 2021, 18, 2823. https://doi.org/10.3390/ijerph18062823
Zhang C, van Gorp P, Derksen M, Nuijten R, IJsselsteijn WA, Zanutto A, Melillo F, Pratola R. Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study. International Journal of Environmental Research and Public Health. 2021; 18(6):2823. https://doi.org/10.3390/ijerph18062823
Chicago/Turabian StyleZhang, Chao, Pieter van Gorp, Maxine Derksen, Raoul Nuijten, Wijnand A. IJsselsteijn, Alberto Zanutto, Fabio Melillo, and Roberto Pratola. 2021. "Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study" International Journal of Environmental Research and Public Health 18, no. 6: 2823. https://doi.org/10.3390/ijerph18062823
APA StyleZhang, C., van Gorp, P., Derksen, M., Nuijten, R., IJsselsteijn, W. A., Zanutto, A., Melillo, F., & Pratola, R. (2021). Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study. International Journal of Environmental Research and Public Health, 18(6), 2823. https://doi.org/10.3390/ijerph18062823