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Gamifying Health Data Collection

Gamifying Health Data Collection. Mariko Wakabayashi & RJ Kunde Department of Computer Science University of Illinois at Urbana-Champaign Collaborators: Jason Cho, Tom Olson, Shravan Gupta, and Seungchul Lee. Motivation.

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Gamifying Health Data Collection

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  1. Gamifying Health Data Collection Mariko Wakabayashi & RJ Kunde Department of Computer Science University of Illinois at Urbana-Champaign Collaborators: Jason Cho, Tom Olson, Shravan Gupta, and Seungchul Lee

  2. Motivation • Health data collection is dependent on a user’s motivation to participate • E.g. Health diary • Increasing number of tools which can assist in identification, correlation and eventual care for patients and their diseases • Growing opportunity for health professionals

  3. APPROACH • Aim for continuous user engagement • Gamification to maintain user’s participation, and collect health data from numerous sources • e.g. heart monitor sensor, accelerometer sensor • Prototype: • Developed a gamified mobile application that collects physical activity and users’ health information • Focused on two types of health data • Data from smartphone’s accelerometer sensor • Data from users’ health question answers

  4. What is Gamification? • Gamification: The application of game mechanics (e.g. competition, rewards) to a particular task or goal in order to create motivation among participants Location-based Social Network: Foursquare Education: Khan Academy Professional Network; LinkedIn’s Profile Completeness Circle

  5. Examples of Gamification in Medical literature (1) • Task 1: Educating the general public about healthy behavior Example: OrderUP! –players learn how to make healthier meal choices Field Study Conclusion • Encouraged participants to live healthier lifestyles • Participants engaged in four process of change identified by the Trans Theoretical Model

  6. Examples of Gamification in Medical literature (2) • Task 2: Health diary annotation completed by particular demographics • E.g. Pain Squad – mobile application that encourages young cancer patients to fill out pain reports. • Raised the compliance rate in annotating pain reports from 11% to over 80%.

  7. DR.POCKET – Prototype HEALTH MOBILE APPLICATION Goal: To accomplish Task 1 and 2 with our mobile application. • Health Diary Annotation by adults • Educate about healthy behavior and encourage a healthier lifestyle Dr. Pocket: • Asks user’s anxiety related questions • Tracks daily movement • Integration of two types of health data to understand user’s anxiety levels

  8. Dr.PocketGamification Framework

  9. DR.POCKET – HEALTH Related Questions • Modeled after the Institute of Medicine’s main determinants of health • Compiled surveys and scales from Centers for Disease Control (CDC), and Ian McDowell’s Measuring Health - A Guide to Rating Scales and Questionnaires • Dr. Pocket Focus on anxiety • One of the most common mental illness in the US • Prevalentamongst students Consists 102 questions from 6 different categories: stress, sleep, fatigue, anxiety, pain, and depression

  10. Health Question Examples

  11. DR.POCKET – Tracking Movement • Tracks movement with accelerometer and gyroscope • Goal is to obtain enough data to study the integration between health questions with physical activity and train application for feedback • Game elements added to step count • Progress Wheel (Competition) • Setting goal • Awarding Points for Participation (Rewards)

  12. DR.POCKET – Statistical Feedback • Provided Information for the user: • Daily and accumulated score • Calories Burned • Step counts • Distance Traveled • Questions Answered Game Elements encouraging Competition: • Number of points obtained • Tangible visuals to understand calculated numbers • Acquired marketplace items and its duration

  13. Pilot study Hypotheses • Goal 1: Gamification in health data collection is effective • Goal 2: Integration of passive and active data collection is more effective than either approach on its own. Procedure • 15 subjects used prototype application for 2 weeks • Subjects description: 18-25 age group, 5 females/10 males, students Results • Collected 1,380 responses and over 747,000 step counts. • Participants enjoyed and vouch for gamification • “The concept of earning "points" for walking more or answering more questions is really what motivated me.” • “The application showed me how much lower than the target I was at on a daily basis so it prompted me to walk more.,”

  14. Conclusion - Future Work • Future Work: Improve user interface Expand on current features • Increase of questions from 100 to 500 • Implement adaptive questions • Addnetwork functionality to increase competition Conduct Larger Study • 200 person, IRB sanctioned human study • Monitoruser engagement, and train application to detect anxiety levels • Develop a feedback system based on results

  15. Questions?

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