Science for Education Today, 2019, vol. 9, no. 3, pp. 223–237
UDC: 
37.04+01

Active methodologies in health. Scientific production on gamification in health sciences [In English]

Segura-Robles A. 1 (Melilla, Kingdom of Spain), Parra-González M. E. 2 (Ceuta, Kingdom of Spain)
1 Facultad de Ciencias de la Educación y del Deporte de Melilla, Universidad de Granada
2 Facultad de Educación, Economía y Tecnología de Ceuta. Universidad de Granada
Abstract: 

Introduction: Gamification is based on the use of game elements, designs and structures in non-leisure contexts. Although there are many studies that prove the effectiveness of this methodology, no study has been found that has researched, analysed or organised scientific production on gamification in the sphere of health, which is what this paper offer. Objective: To analyse research articles on gamification and health, using sciencemetric and content analysis methodologies. Method: An analysis was carried out on articles from the Web of Science database containing the words gamification and health using sciencometric methods and advance text analysis via content evaluation. In addition, an analysis of the literature was carried out among the most cited articles on the subject in order to extract the most current topics with the greatest scientific impact. Results: The remaining analysis comes from the 309 articles obtained. It shows the accumulation of different prestigious scientific journals and specific authors as well as the hegemonic predominance of the English language. They are case studies whose main researched topics are use of apps, change of habits and how gamification affects the health training processes given prominence in current scientific literature. Conclusion: The results showed a reduced group of topics currently studied, about all the studies of mobile applications, and the growth for the coming years, to which these types of investigations can be considered as a field of study relevant for the scientific community in the short and medium term.

For citation:
Segura-Robles A., Parra-González M. E. Active methodologies in health. Scientific production on gamification in health sciences [In English]. Science for Education Today, 2019, vol. 9, no. 3, pp. 223–237. DOI: http://dx.doi.org/10.15293/2658-6762.1903.13
References: 

 

  1. Attali Y., Arieli-Attali M. Gamification in assessment: Do points affect test performance? Computers & Education, 2015, vol. 83, pp. 57–63. DOI: http://dx.doi.org/10.1016/j.compedu.2014.12.012
  2. Sera L., Wheeler E. Game on: The gamification of the pharmacy classroom. Currents in Pharmacy Teaching and Learning, 2017, vol. 9, no. 1, pp. 155–159. DOI: http://dx.doi.org/10.1016/j.cptl.2016.08.046
  3. Dale S. Gamification. Business Information Review, 2014, vol. 31, no. 2, pp. 82–90. DOI: http://dx.doi.org/10.1177/0266382114538350
  4. Deterding S. Gamification. Interactions, 2012, vol. 19, no. 4. DOI: http://dx.doi.org/10.1145/2212877.2212883
  5. Sailer M., Hense J. U., Mayr S. K., Mandl H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 2017, vol. 69, pp. 371–380. DOI: http://dx.doi.org/10.1016/j.chb.2016.12.033
  6. Robson K., Plangger K., Kietzmann J. H., McCarthy I., Pitt L. Is it all a game? Understanding the principles of gamification. Business Horizons, 2015, vol. 58, no. 4, pp. 411–420. DOI: http://dx.doi.org/10.1016/j.bushor.2015.03.006
  7. González C. S., Gómez N., Navarro V., Cairós M., Quirce C., Toledo P., Marrero-Gordillo N. Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 2016, vol. 55, pp. 529–551. DOI: http://dx.doi.org/10.1016/j.chb.2015.08.052
  8. Hanus M. D., Fox J. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 2015, vol. 80, pp. 152–161. DOI: http://dx.doi.org/10.1016/j.compedu.2014.08.019
  9. Koivisto J., Hamari J. Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 2014, vol. 35, pp. 179–188. DOI: http://dx.doi.org/10.1016/j.chb.2014.03.007
  10. Powers K. L., Brooks P. J., Aldrich N. J., Palladino M. A., Alfieri L. Effects of video-game play on information processing: a meta-analytic investigation. Psychonomic Bulletin & Review, 2013, vol. 20, no. 6, pp. 1055–79. DOI: http://dx.doi.org/10.3758/s13423-013-0418-z
  11. Hainey T., Connolly T., Boyle E., Wilson A., Razak A. A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 2016, vol. 102, no. 1. DOI: http://dx.doi.org/10.1016/j.compedu.2016.09.001
  12. Banfield J., Wilkerson B. Increasing student intrinsic motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research (CIER), 2014, vol. 7, no. 4. DOI: http://dx.doi.org/10.19030/cier.v7i4.8843
  13. Sigel I. Review of Play, Dreams and Imitation in Childhood. Psychological Bulletin, 1953, vol. 50, no. 3, pp. 226–227. DOI: http://dx.doi.org/10.1037/h0050489
  14. Baltra A. Language Learning through Computer Adventure Games. Simulation & Gaming, 2016, vol. 21, no. 4, pp. 445–452. DOI: http://dx.doi.org/10.1177/104687819002100408
  15. Seaborn K., Fels D. I. Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 2015, vol. 74, pp. 14–31. DOI: http://dx.doi.org/10.1016/j.ijhcs.2014.09.006
  16. Contreras Espinosa R. S. Presentación. Juegos digitales y gamificación aplicados en el ámbito de la educación. RIED. Revista Iberoamericana de Educación a Distancia, 2016, vol. 19, no. 2. DOI: http://dx.doi.org/10.5944/ried.19.2.16143
  17. Robson K., Plangger K., Kietzmann J. H., McCarthy I., Pitt L. Is it all a game? Understanding the principles of gamification. Business Horizons, 2015, vol. 58, no. 4, pp. 411–420. DOI: http://dx.doi.org/10.1016/j.bushor.2015.03.006
  18. Korn O., Schmidt A. Gamification of Business Processes: Re-designing Work in Production and Service Industry. Procedia Manufacturing, 2015, vol. 3, pp. 3424–3431. DOI: http://dx.doi.org/10.1016/j.promfg.2015.07.616
  19. Cafazzo J. A., Casselman M., Hamming N., Katzman D. K., Palmert M. R. Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study. Journal of Medical Internet Research, 2012, vol. 14, no. 3, pp. e70. DOI: http://dx.doi.org/10.2196/jmir.2058
  20. Rose K., Koening M., Wiesbaue F. AbstractsAbstracts from ATTD 20136th International Conference on Advanced Technologies & Treatments for DiabetesParis, France, February 27–March 2, 2013. Diabetes Technology & Therapeutics, 2013, vol. 15, no. s1, pp. A-1-A-154. DOI: http://dx.doi.org/10.1089/dia.2012.1221
  21. Stinson J. N., Jibb L. A., Nguyen C., Nathan P. C., Maloney A. M., Dupuis L. L., Gerstle J. T., Alman B., Hopyan S., Strahlendorf C., Portwine C., Johnston D. L., Orr M. Development and testing of a multidimensional iPhone pain assessment application for adolescents with cancer. Journal of Medical Internet Research, 2013, vol. 15, no. 3, pp. e51. DOI: http://dx.doi.org/10.2196/jmir.2350
  22. Lister C., West J. H., Cannon B., Sax T., Brodegard D. Just a fad? Gamification in health and fitness apps. JMIR Serious Games, 2014, vol. 2, no. 2, pp. e9.  DOI: http://dx.doi.org/10.2196/games.3413
  23. McCallum S. Gamification and serious games for personalized health. Studies in Health Technology and Informatics, 2012, vol. 177, pp. 85–96. DOI: http://dx.doi.org/10.3233/978-1-61499-069-7-85
  24. Dennis T. A., O'Toole L. Mental Health on the Go: Effects of a Gamified Attention Bias Modification Mobile Application in Trait Anxious Adults. Clinical Psychological Science, 2014, vol. 2, no. 5, pp. 576–590. DOI: http://dx.doi.org/10.1177/2167702614522228
  25. Boyle S. C., Earle A. M., LaBrie J. W., Smith D. J. PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions. Addictive Behaviors, 2017, vol. 67, pp. 8–17. DOI: http://dx.doi.org/10.1016/j.addbeh.2016.11.024
  26. Hamari J., Koivisto J. “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 2015, vol. 50, pp. 333–347. DOI: http://dx.doi.org/10.1016/j.chb.2015.04.018
  27. Albarqouni S., Baur C., Achilles F., Belagiannis V., Demirci S., Navab N. AggNet: Deep Learning From Crowds for Mitosis Detection in Breast Cancer Histology Images. IEEE Transactions on Medical Imaging, 2016, vol. 35, no. 5, pp. 1313–1321. DOI: http://dx.doi.org/10.1109/TMI.2016.2528120
  28. Fan K., Xiao P., Su C. The Effects of Learning Styles and Meaningful Learning on the Learning Achievement of Gamification Health Education Curriculum. Eurasia Journal of Mathematics, Science & Technology Education, 2015, vol. 11, no. 5. DOI: http://dx.doi.org/10.12973/eurasia.2015.1413a
  29. Seaborn K., Fels D. I. Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 2015, vol. 74, pp. 14–31. DOI: http://dx.doi.org/10.1016/j.ijhcs.2014.09.006
  30. Wen J., Li S., Lin Z., Hu Y., Huang C. Systematic literature review of machine learning based software development effort estimation models. Information and Software Technology, 2012, vol. 54, no. 1, pp. 41–59. DOI: http://dx.doi.org/10.1016/j.infsof.2011.09.00
  31. Kitchenham B., Pearl Brereton O., Budgen D., Turner M., Bailey J., Linkman S. Systematic literature reviews in software engineering – A systematic literature review. Information and Software Technology, 2009, vol. 51, no. 1, pp. 7–15. DOI: http://dx.doi.org/10.1016/j.infsof.2008.09.009
  32. Petrou P., Samoutis G., Lionis C. Single-payer or a multipayer health system: a systematic literature review. Public Health, 2018, vol. 163, pp. 141–152. DOI: http://dx.doi.org/10.1016/j.puhe.2018.07.006
  33. Leydesdorff L., Rafols I. Interactive overlays: A new method for generating global journal maps from Web-of-Science data. Journal of Informetrics, 2012, vol. 6, no. 2, pp. 318–332. DOI: http://dx.doi.org/10.1016/j.joi.2011.11.003
  34. Damar H. T., Bilik O., Ozdagoglu G., Ozdagoglu A., Damar M. Scientometric overview of nursing research on pain management. Revista Latino-Americana de Enfermagem, 2018, vol. 26, pp. e3051. DOI: http://dx.doi.org/10.1590/1518-8345.2581.3051
  35. Bradford S. Sources of information on specific subjects 1934. Journal of Information Science, 2016, vol. 10, no. 4, pp. 176–180. DOI: http://dx.doi.org/10.1177/016555158501000407
  36. Desai N., Veras L., Gosain A. Using Bradford's law of scattering to identify the core journals of pediatric surgery. Journal of Surgical Research, 2018, vol. 229, pp. 90–95. DOI: http://dx.doi.org/10.1016/j.jss.2018.03.062
  37. Alvarado R. U. Growth of Literature on Bradford's Law. Investigación Bibliotecológica: Archivonomía, Bibliotecología e Información, 2016, vol. 30, no. 68, pp. 51–72. DOI: http://dx.doi.org/10.1016/j.ibbai.2016.06.003
  38. Di Bitetti M. S., Ferreras J. A. Publish (in English) or perish: The effect on citation rate of using languages other than English in scientific publications. Ambio, 2017, vol. 46, no. 1, pp. 121–127. DOI: http://dx.doi.org/10.1007/s13280-016-0820-7
  39. Hamel R. E. The dominance of English in the international scientific periodical literature and the future of language use in science. AILA Review, 2007, vol. 20, pp. 53–71. DOI: http://dx.doi.org/10.1075/aila.20.06ham
  40. Alhuay-Quispe J., Pacheco-Mendoza J. Escaso uso de indicadores de productividad científica en estudios bibliométricos. Educación Médica, 2018, vol. 19, no. 2, pp. 128–130. DOI: http://dx.doi.org/10.1016/j.edumed.2017.04.013
  41. Keathley-Herring H., Van Aken E., Gonzalez-Aleu F., Deschamps F., Letens G., Orlandini P. C. Assessing the maturity of a research area: bibliometric review and proposed framework. Scientometrics, 2016, vol. 109, no. 2, pp. 927–951. DOI: http://dx.doi.org/10.1007/s11192-016-2096-x
  42. Fang D., Yang H., Gao B., Li X. Discovering research topics from library electronic references using latent Dirichlet allocation. Library Hi Tech, 2018, vol. 36, no. 3, pp. 400–410. DOI: http://dx.doi.org/10.1108/lht-06-2017-0132
  43. Sheeran P., Maki A., Montanaro E., Avishai-Yitshak A., Bryan A., Klein W. M., Miles E., Rothman  A. J. The impact of changing attitudes, norms, and self-efficacy on health-related intentions and behavior: A meta-analysis. Health Psychology, 2016, vol. 35, no. 11, pp. 1178–1188. DOI: http://dx.doi.org/10.1037/hea0000387
  44. Johnson D., Deterding S., Kuhn K. A., Staneva A., Stoyanov S., Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 2016, vol. 6, pp. 89–106. DOI: http://dx.doi.org/10.1016/j.invent.2016.10.002
  45. Armstrong S. Which app should I use? BMJ, 2015, vol. 351, pp. h4597. DOI: http://dx.doi.org/10.1136/bmj.h459
Date of the publication 30.06.2019