Table 6.
Condition management (N = 31) |
Condition prevention (N = 19) |
|||||||
---|---|---|---|---|---|---|---|---|
Gamification element | Number of interventions with element | Obesity or overweight | Diabetes | Cardiovascular disease | Asthma | Obesity or overweight | Diabetes | Cardiovascular disease |
N (%) | N (%) | N (%) | N (%) | N (%) | N (%) | N (%) | ||
Total interventions | 25 (100) | 4 (100) | 1 (100) | 1 (100) | 9 (100) | 7 (100) | 3 (100) | |
Game design elements reflecting engaged learning | ||||||||
Affiliation with others | 33 | 15 (60) | 3 (75) | 1 (100) | 1 (100) | 5 (56) | 6 (86) | 2 (67) |
Focused goals | 29 | 14 (56) | 2 (50) | 0 (0) | 1 (100) | 6 (67) | 4 (57) | 2 (67) |
Novelty and variety | 22 | 8 (32) | 1 (25) | 0 (0) | 1 (100) | 5 (56) | 6 (86) | 1 (33) |
Affirmation of performance | 20 | 11 (44) | 1 (25) | 0 (0) | 1 (100) | 4 (44) | 3 (43) | 0 (0) |
Clear and compelling standards | 19 | 13 (52) | 1 (25) | 1 (100) | 1 (100) | 1 (11) | 2 (28) | 0 (0) |
Choice | 17 | 9 (36) | 2 (50) | 0 (0) | 1 (100) | 3 (33) | 1 (14) | 1 (33) |
Challenging tasks | 13 | 7 (28) | 1 (25) | 0 (0) | 0 (0) | 4 (44) | 1 (14) | 0 (0) |
Protection from adverse consequences for initial failures | 6 | 2 (8) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 1 (33) |
Game design elements reflecting motivational affordances | ||||||||
Teammates | 10 | 6 (24) | 1 (25) | 0 (0) | 0 (0) | 2 (22) | 0 (0) | 0 (0) |
Performance graphs | 7 | 3 (12) | 0 (0) | 0 (0) | 0 (0) | 3 (33) | 1 (14) | 0 (0) |
Meaningful stories | 3 | 1 (4) | 1 (25) | 0 (0) | 0 (0) | 1 (11) | 0 (0) | 0 (0) |
Badges | 2 | 0 (0) | 1 (25) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 1 (33) |
Points | 2 | 1 (4) | 1 (25) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) |
Leaderboard | 1 | 1 (4) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) |
Avatars | 0 | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) | 0 (0) |