Gamification in mHealth - Opportunities and Privacy Risks

  • Conference paper
  • First Online:
Privacy and Identity Management. Between Data Protection and Security (Privacy and Identity 2021)

Abstract

The use of mobile devices and wearables in healthcare is an important trend. To increase the motivation for regular use of such mHealth applications gamification elements have a huge potential. On the other hand for the integration of gamification concepts in mHealth applications personal health related data and usage data needs to be processed. Based on a categorization of gamification elements and examples for mHealth applications an overview about the aim of the use of gamification is given. It is analysed whether the processing of personal data is needed and if privacy is considered in the examples for the realization of gamification elements. Based on this analysis approaches for addressing privacy risks in gamification in mHealth are proposed.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
EUR 32.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or Ebook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free ship** worldwide - see info
Hardcover Book
USD 99.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free ship** worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Aljaroodi, H.M., Adam, M.T.P., Chiong, R., Cornforth, D.J., Minichiello, M.: Empathic avatars in stroke rehabilitation: a co-designed mHealth artifact for stroke survivors. In: Maedche, A., vom Brocke, J., Hevner, A. (eds.) DESRIST 2017. LNCS, vol. 10243, pp. 73–89. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-59144-5_5

    Chapter  Google Scholar 

  2. Bilbey, T., Sandikkaya, M.T.: Effects of gamification to private data collection. J. Comput. Des. 1(3), 131–152 (2020)

    Google Scholar 

  3. 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. J. Med. Internet Res. 14(3), e70 (2012)

    Article  Google Scholar 

  4. Cheng, V.W.S., Davenport, T., Johnson, D., Vella, K., Hickie, I.B.: Gamification in apps and technologies for improving mental health and well-being: systematic review. JMIR Mental Health 6(6), e13717 (2019)

    Article  Google Scholar 

  5. Deci, E.L., Ryan, R.M.: The “what’’ and “why’’ of goal pursuits: human needs and the self-determination of behavior. Psychol. Inquiry 11(4), 227–268 (2000)

    Article  Google Scholar 

  6. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011)

    Google Scholar 

  7. Dithmer, M., et al.: “The heart game’’: using gamification as part of a telerehabilitation program for heart patients. Games Health J. 5(1), 27–33 (2016)

    Article  Google Scholar 

  8. Garett, R., Young, S.D.: Health care gamification: a study of game mechanics and elements. Technol. Knowl. Learn. 24(3), 341–353 (2019)

    Article  Google Scholar 

  9. Giunti, G., Mylonopoulou, V., Romero, O.R.: More stamina, a gamified mHealth solution for persons with multiple sclerosis: research through design. JMIR mHealth uHealth 6(3), e51 (2018)

    Article  Google Scholar 

  10. Graf, C., Wolkerstorfer, P., Geven, A., Tscheligi, M.: A pattern collection for privacy enhancing technology. In: The 2nd International Conference on Pervasive Patterns and Applications (PATTERNS 2010), pp. 21–26 (2010)

    Google Scholar 

  11. Groh, F.: Gamification: state of the art definition and utilization. Institute of Media Informatics Ulm University (2012)

    Google Scholar 

  12. Guo, X., Han, X., Zhang, X., Dang, Y., Chen, C.: Investigating m-Health acceptance from a protection motivation theory perspective: gender and age differences. Telemed. e-Health 21(8), 661–669 (2015)

    Article  Google Scholar 

  13. Hamari, J.: Do badges increase user activity? A field experiment on the effects of gamification. Comput. Hum. Behav. 71, 469–478 (2017)

    Article  Google Scholar 

  14. Hamari, J., Hassan, L., Dias, A.: Gamification, quantified-self or social networking? Matching users’ goals with motivational technology. User Model. User-Adap. Inter. 28, 35–74 (2018)

    Article  Google Scholar 

  15. Hansen, M., Jensen, M., Rost, M.: Protection goals for privacy engineering. In: 2015 IEEE Security and Privacy Workshops, pp. 159–166 (2015)

    Google Scholar 

  16. Koivisto, J., Hamari, J.: The rise of motivational information systems: a review of gamification research. Int. J. Inf. Manag. 45, 191–210 (2019)

    Article  Google Scholar 

  17. Kungwengwe, T., Evans, R.: Sana: a gamified rehabilitation management system for anterior cruciate ligament reconstruction recovery. Appl. Sci. 10(14), 4868 (2020)

    Article  Google Scholar 

  18. Lee, C., Lee, K., Lee, D.: Mobile healthcare applications and gamification for sustained health maintenance. Sustainability 9(5), 772 (2017)

    Article  Google Scholar 

  19. Li, C.: Gamified rehabilitation service designed for stroke patient. Master’s thesis, Høgskolen i Oslo og Akershus. Institutt for Produktdesign (2017)

    Google Scholar 

  20. Mavroeidi, A.G., Kitsiou, A., Kalloniatis, C.: The role of gamification in privacy protection and user engagement. In: Security and Privacy From a Legal, Ethical, and Technical Perspective. IntechOpen (2020)

    Google Scholar 

  21. Mavroeidi, A.G., Kitsiou, A., Kalloniatis, C., Gritzalis, S.: Gamification vs. privacy: identifying and analysing the major concerns. Future Internet 11(3), 67 (2019)

    Article  Google Scholar 

  22. Nurgalieva, L., O’Callaghan, D., Doherty, G.: Security and privacy of mHealth applications: a sco** review. IEEE Access 8, 104247–104268 (2020). https://doi.org/10.1109/ACCESS.2020.2999934

    Article  Google Scholar 

  23. Papageorgiou, A., Strigkos, M., Politou, E., Alepis, E., Solanas, A., Patsakis, C.: Security and privacy analysis of mobile health applications: the alarming state of practice. IEEE Access 6, 9390–9403 (2018). https://doi.org/10.1109/ACCESS.2018.2799522

    Article  Google Scholar 

  24. Pires, I.M., Marques, G., Garcia, N.M., Flórez-Revuelta, F., Ponciano, V., Oniani, S.: A research on the classification and applicability of the mobile health applications. J. Personalized Med. 10(1), 11 (2020)

    Article  Google Scholar 

  25. 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. Comput. Hum. Behav. 69, 371–380 (2017). https://doi.org/10.1016/j.chb.2016.12.033

    Article  Google Scholar 

  26. Sardi, L., Idri, A., Fernández-Alemán, J.L.: A systematic review of gamification in e-Health. J. Biomed. Inform. 71, 31–48 (2017). https://doi.org/10.1016/j.jbi.2017.05.011

    Article  Google Scholar 

  27. Schmidt-Kraepelin, M., Toussaint, P.A., Thiebes, S., Hamari, J., Sunyaev, A.: Archetypes of gamification: analysis of mHealth apps. JMIR mHealth uHealth 8(10), e19280 (2020)

    Article  Google Scholar 

  28. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015). https://doi.org/10.1016/j.ijhcs.2014.09.006

    Article  Google Scholar 

  29. Setiawan, S.S., Suryadibrata, A.: Fitrust: promoting healthy lifestyle through gamified mobile health application. In: 2019 5th International Conference on New Media Studies (CONMEDIA), pp. 26–30 (2019)

    Google Scholar 

  30. Troncoso, C., Isaakidis, M., Danezis, G., Halpin, H.: Systematizing decentralization and privacy: lessons from 15 years of research and deployments. Proc. Priv. Enhancing Technol. 4, 307–329 (2017)

    Google Scholar 

  31. Vaghefi, I., Tulu, B.: The continued use of mobile health apps: insights from a longitudinal study. JMIR mHealth uHealth 7(8), e12983 (2019). https://doi.org/10.2196/12983

    Article  Google Scholar 

  32. Westmattelmann, D., Grotenhermen, J.G., Stoffers, B., Schewe, G.: Exploring the adoption of mixed-reality sport platforms: a qualitative study on Zwift. ECIS 2021 Research Papers (2021)

    Google Scholar 

  33. Zuckerman, O., Gal-Oz, A.: Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Pers. Ubiquit. Comput. 18(7), 1705–1719 (2014). https://doi.org/10.1007/s00779-014-0783-2

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ramona Schmidt .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Schmidt, R., Schiering, I. (2022). Gamification in mHealth - Opportunities and Privacy Risks. In: Friedewald, M., Krenn, S., Schiering, I., Schiffner, S. (eds) Privacy and Identity Management. Between Data Protection and Security. Privacy and Identity 2021. IFIP Advances in Information and Communication Technology, vol 644. Springer, Cham. https://doi.org/10.1007/978-3-030-99100-5_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-99100-5_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-99099-2

  • Online ISBN: 978-3-030-99100-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics

Navigation