Developing and Implementing A Gamification Method User Engagement
Developing and Implementing A Gamification Method User Engagement
Developing and Implementing A Gamification Method User Engagement
Nathália Pinto Cechetti, Ericles Andrei Bellei, Daiana Biduski, João Pedro
Mazuco Rodriguez, Mateus Klein Roman, Ana Carolina Bertoletti De Marchi
PII: S0736-5853(18)31265-6
DOI: https://doi.org/10.1016/j.tele.2019.04.007
Reference: TELE 1226
Please cite this article as: Cechetti, N.P., Bellei, E.A., Biduski, D., Mazuco Rodriguez, J.P., Roman, M.K., De
Marchi, A.C.B., Developing and implementing a gamification method to improve user engagement: A case study
with an m-Health application for hypertension monitoring, Telematics and Informatics (2019), doi: https://doi.org/
10.1016/j.tele.2019.04.007
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Developing and implementing a gamification method to
improve user engagement: A case study with an m-Health
application for hypertension monitoring
1,2,3
Ana Carolina Bertoletti De Marchi , BSc, MSc, PhD
1
Graduate Program in Applied Computing, Institute of Exact Sciences and
Geosciences, University of Passo Fundo, Passo Fundo, RS, Brazil.
2
Undergraduate Program in Computer Science, Institute of Exact Sciences and
Geosciences, University of Passo Fundo, Passo Fundo, RS, Brazil.
3
Graduate Program in Human Aging, College of Physical Education and
Physiotherapy, University of Passo Fundo, Passo Fundo, RS, Brazil.
* Corresponding author.
E-mail: [email protected] (Ericles Andrei Bellei)
Postal address: Graduate Program in Applied Computing, Institute of Exact Sciences
and Geosciences, University of Passo Fundo, BR 285, São José, CEP 99052-900,
Passo Fundo, RS, Brazil.
Telephone: +55 54 33168354.
Tables count: 2.
Developing and implementing a gamification method to
improve user engagement: A case study with an
m-Health application for hypertension monitoring
Abstract
Preprint submitted to Telematics & Informatics, Elsevier TEX template. April 17, 2019
1. Introduction
One of the significant challenges in the mobile app market is to keep the
user engaged in the long-term or in an ongoing regular basis during app’s usage,
avoiding loss of interest. Engagement is a consequence of the depth of par-
ticipation a user can reach while interacting with the features available in an
application (Hamari et al., 2016).
In healthcare, the lack of commitment to the treatment is a constant con-
cern among professionals, who have been adopting technology as a motivational
factor for patients (Veiga et al., 2017). In this environment, cardiovascular
conditions have been addressed continuously in apps aimed at healthcare, en-
compassed by the concept of m-Health (Fiordelli et al., 2013). Although m-
Health applications bring benefits and provide information that can aid in the
patient’s treatment, Ribeiro et al. (2016) argues that most users do not follow
the recommendations proposed by doctors.
The use of techniques that can provide user engagement is a suitable strategy
to motivate behavior changes and instigate users to complete tasks and achieve
goals more adequately. Among these techniques, there is gamification (Werbach
and Hunter, 2012), described as the use of game design elements in non-game
contexts (Deterding et al., 2011a). The key purpose of gamification is to help
with problem-solving, promote learning, and explore user’s motivation (Bowman
et al., 2004; Dias et al., 2018).
Gamification establishes intrinsic reasons, using heuristic design patterns
and dynamic game elements to enrich user satisfaction (Zichermann and Lin-
der, 2010). The use of game elements in conventional applications is becom-
ing a widely accepted trend, indicating gamification’s effectiveness, specially
in health-related services (Johnson et al., 2016; Klaassen et al., 2018; Cotton
and Patel, 2018). Compelling and addictive gamification generates excitement,
which only adds to the user’s experience (Deterding et al., 2011b). However,
the success in adding game elements to a system depends mostly on the planning
and on the in-depth analysis of the proposed goal for implementing gamification
2
(Fabrı́cio et al., 2015). Some researchers also state that when studying gamifi-
cation, it is necessary to consider users characteristics, since different types of
users are affected in different ways by gamification, influenced by their person-
ality and individual peculiarities (Codish and Ravid, 2014; Jia et al., 2016).
The literature about gamification implementation is comprehensive in sev-
eral aspects. However, questions about user characteristics and app context are
not properly addressed in the existing methods, which show the lack of verified
techniques (Jia et al., 2016). Given this context, this study presents a proposal
of gamification to favor the engagement of users in treatment for hypertension.
We present a case study comparing the usage of two versions of the same mobile
app, one of which contains game elements, incorporated from the gamification
method. Both versions of the app were developed in this research. We per-
formed tests with users to check the different levels of engagement provided
by each version of the app. The application is called e-LifeStyle and aims to
remotely integrate and monitor patients with hypertension.
2. Related Work
3
The study of Richards et al. (2014) describes only the target audience anal-
ysis, showing that, in addition to the traditional engagement techniques, de-
signers should consider the broad context of system deployment, limits of user
performance, and limitations that may arise from the post-implementation en-
vironment. The authors considered the post-implementation development to
discover features that required greater attention.
The study of Klock et al. (2016) presents a framework to guide stages like
gamification design, development, and evaluation. This tool has seven dimen-
sions: “Who?”, “What?”, “Why?”, “When?”, “How?”, “Where?” and “How
much?”. In the first dimension, the purpose is to identify the target audience
and user characteristics. The second one identifies the behaviors of the target
audience when interacting with the system. The third dimension distinguishes
persuasive motivation in the target audience. The fourth dimension refers to the
most appropriate ways to encourage the audience. In the fifth one, the inten-
tion is to define methods of using persuasion. The sixth dimension is where the
system deployment process begins, including the creation of a prototype, and
the design evaluation. In the last step, the stages are evaluated and validated,
resulting in the measurement of implanted gamification.
In this context, the analysis for gamification deployment still is a relatively
new process (Werbach and Hunter, 2012), which involves design techniques
(Deterding et al., 2011a), the context of the intended software (Deterding et al.,
2011b), and people who will use the system (Bowman et al., 2004). The studies
analyzed did not show any integration between the three factors mentioned
above. Furthermore, few studies are presenting validated results of the methods
used for gamification deployment.
4
studies (Garrett, 2010). Based on methods proposed by Aparicio et al. (2012),
Klock et al. (2016), and in traditional approaches of software development re-
lated to the waterfall model (Boehm, 1988), we defined a sequential process
composed of seven stages, depicted in Figure 1.
The three initial stages help the designers to understand the system’s whole
context, with its functionalities, users, and how this interaction works. The first
stage consists of classical system modeling, to be developed according to Soft-
ware Engineering methods, building the structure to the development project.
In the next stage, it is necessary to understand and map the system’s target
audience characteristics. The third stage identifies interaction and data flow in
the system by the user’s usage. The fourth stage compares intended solutions
with existing software, available in commercial repositories or in the literature,
to verify how the gamification elements were included and the implications of
their use. After gathering all the necessary information, with notions of the
intended system and ideas from systems for similar purposes, the fifth stage
lists the appropriate gamification elements where the interaction flow can be
performed. The final stage shows the results of the analysis process for imple-
menting game elements.
5
We created an Ishikawa Diagram (Wong, 2011) to organize the reasoning
of our discussions on a priority issue (Figure 2). In addition, we used use case
diagrams, activity diagrams, and sequence diagrams to illustrate the behavior
of system functionalities’, according to the Unified Modeling Language (Pahl
et al., 2015).
FACTORS USER
SYSTEM
6
points are demographic characteristics such as age and gender, along with type
of player and users’ motivation. Klock et al. (2015) point out the difficulty and
importance of identifying differences among target audiences, while analyzing
how they can be related to each gamification element.
For the e-LifeStyle App, the target audience is composed of people with Ar-
terial Hypertension (HA), a major risk factor for the overall increase of cardio-
vascular disease rates worldwide (Lim et al., 2013). According to data provided
by the 7th Brazilian Hypertension Guidelines (Malachias et al., 2016), the target
audience for this specific scenario will consist of hypertensive, mostly elderly,
black women, overweight or obese individuals with low education levels. With
this information, we idealized a persona, considering details such as personality
traits and preferences (Anvari et al., 2017; Kim and Kim, 2018), to imagine how
a user with these characteristics would deal with a hypertension m-Health app.
This stage consists of mapping all tasks related to user’s data feed and
interaction. After this, the most important aspects of interaction are listed to
identify where and how the gamification can be implemented. In our case study,
the user is responsible for the insertion and management of their measurements,
and scheduling reminders related to activities, the key factors to be gamified.
Using a Use-Case Diagram from Stage 1, we mapped the key points to be
gamified in the app. These were the most recurrent tasks related to data feeding
in the system: insertion of measurements, its visualization and maintenance, as
well as the scheduling of goals and related activities.
7
Health1 , iCare Health Monitor2 , and 30-Day Fitness Challenge3 applications.
Regarding the literature, we considered the results presented by Cechetti et al.
(2017) in a systematic literature review of gamification elements implemented
in mobile apps.
This stage specifies gamification elements according to the needs listed be-
fore. It is important to highlight that not all elements can adjust to every
context, i.e., game elements present in the enterprise or commercial apps may
not be appropriate for health systems.
Main game mechanics used to gamify a system, as reported by Liu et al.
(2011), must include score system, rewards, leaderboards, progress levels, among
other elements. Every time the user achieves goals, some reward must be given
accordingly, usually supported by a scoring system (e.g., virtual coins, expe-
rience score). Based on score system and achievements history, badges and a
scoreboard (global or partial) are provided to players to motivate challenge and
competition, resulting in a virtual change of the player’s status on a leaderboard.
The following elements were chosen to be a part of e-LifeStyle App:
• Score System: Points are assigned every time the user adds new values for
blood pressure, heartbeat, mood, sleeping, weight, waist circumference,
body fat, and physical activity. All these values are in accordance with
the recommended levels for each user’s profile. Points are also scored
when the user includes a reminder and complete it on schedule. The user
may gain a bonus score when achieving better or more stable levels of
hypertension.
• Progress Bar and Levels: User actions and score points are used as a
parameter to calculate progress in treatment, shown in a progress bar.
1 https://play.google.com/store/apps/details?id=com.sec.android.app.shealth
2 https://play.google.com/store/apps/details?id=comm.cchong.HealthMonitorLite
3 https://play.google.com/store/apps/details?id=com.popularapp.thirtydayfitnesschallenge
8
Thereby, the user can monitor his or her performance.
9
3.6. Stage 6. Development of the software
The mobile application was developed with Ionic Framework, version 1.7.10.
This framework provides an HTML5 software development package that sim-
ulates a native application in multiple mobile operating systems, allowing the
application to run in different devices, reaching a larger group of users. All the
data is centralized in a cloud computing based server. Data can be logged offline,
but an Internet connection is required for synchronization with the server.
10
• NGWA: (no gamification, with assistance) three participants who used
the app version without gamification and were assisted by a cardiologist
doctor;
The local research ethics committee approved the study. Participants were
registered in the e-LifeStyle platform and instructed to use the app for 21 days.
According to Maltz (2002), this is the minimum period required for a person to
acquire any habit. At the end of the 21st day, counting from app installation
and registration, we performed evaluations with each participant, applying the
following instruments:
11
statements (Likert, 1932). In a 5-point Likert scale, the respondent chooses
between (1) Strongly agree, (2) Agree, (3) Neutral, (4) Disagree, (5) Strongly
disagree. For results from TAM and Engagement Questionnaires, mean and
standard deviation were applied to calculate individuals dispersion and vari-
ability. In addition to the instruments, information such as usage logs and gam-
ification ranking were analyzed. Usage logs contain access counting records,
amount of entered data for each measurement type, accomplishment to alerts
and reminders, and withdrawal or non-use registers. To examine the gamifica-
tion ranking, we calculated the score that each user of the non-gamified version
could have achieved with the records made. Then, we concatenated the results
with the users scores from the gamified version, recalculating the gamification
ranking as a single list. Since the score reflects the app’s usage by each partici-
pant, it facilitates the understanding of engagement in general.
4. Results
Two versions of the application were used to evaluate user engagement and
acceptance of e-LifeStyle App: one with gamification elements and other one
with no game features.
In the non-gamified version, the user’s next reminders, profile and last in-
serted measurements are visible on the home screen for blood pressure, heart-
beat, mood, sleeping, weight, waist circumference, body fat, and body mass
index. In the gamified version, in addition to this information, gamification
indicators are presented through a progress bar with the level completion per-
centage and the amount of points the user has earned. Both versions of the
home screen interface are shown in Figure 4a and Figure 4b. The screens “How
to earn points?” (Figure 4c) and “My performance” (Figure 4d) show all the
factors that generated the user’s current score and instructions on how to earn
points.
12
There are screens for visualization, inclusion, editing, and deleting records
of blood pressure, heartbeat, mood, sleeping, weight, waist circumference, body
fat, and physical activity (Figure 5ab) where the user can earn points and
bonus due to improvement in their treatment history, calculated according to
the Brazilian Guidelines on Hypertension.
In the gamified version, users have access to specific recommendations ac-
cording to their health profile. The user can also check the number of points he
or she can get by complying with recommendations (Figure 5c). Ranking screen
(Figure 5d) displays a leaderboard with the general position of patients ordered
by score, allowing to filter the view by patients related to a particular doctor
and by each monitoring factor. Each app user is a patient, while doctors are
particular users who can remotely assist their patients. In both app versions,
users can talk to their doctor using the chat feature (Figure 5e).
Both versions allow the user to set reminders of treatment tasks (Figure 5f),
which are notified by email. Alerts allow the user to indicate whether the activity
was performed. Figure 5 illustrate how the app give orientations and display
feedback to users, showing their performance and helping them to achieve goals
while interacting with the system’s functionalities.
13
(a) List of blood pressure (b) A message rewarding a (c) Recommendations of (d) Ranking of points from
measurements. good registered measurement. good measurements. blood pressure measurements.
(e) Chat between patient and (f) A message regretting a poor (g) A message for a progressing (h) Reminders of measurements.
health professional. registered measurement. performance.
Due to the limited and heterogeneous sample, it was not possible to apply
an explanatory statistical test. Only values with a standard deviation greater
than 2 were analyzed, as well as questions whose average variations among
the different groups were greater than 1, since these results suggest possible
significant changes.
Thirteen participants completed all the evaluations. One participant of the
NGWA group abandoned the study. Participant’s age ranged from 22 to 63
years, with a mean of 47.5 ± 10.5, median of 48. Women represented 78.6%
(n=11) of participants while men were 21.4% (n=3). Except for one, all other
14
participants were classified as overweight, considering the body mass index be-
tween 25 and 29.9 (Nuttall, 2015). Most participants performed exercises only
occasionally; four participants affirmed they performed exercises regularly, and
four said they did not practiced physical activities. Regarding the socioeconomic
aspect, all participants had a complete elementary education degree.
Figure 6 presents the answers to the questionnaire on technology acceptance.
Figure 7 presents results to the Engagement Questionnaire
0
PU1 PU2 PU3 PU4 * PU5 * PU6 * EU1 EU2 * EU3 EU4 * EV1 * EV2 BI1 * RD1 * RD2 *
WGWA Group WGNA Group NGWA Group NGNA Group * Questions whose variations
With Gamification With Gamification No Gamification No Gamification among groups were greater
With medical assistance No medical assistance With medical assistance No medical assistance than 1.0
Figure 6: Questionnaire Answers from the Technology Acceptance Model - TAM. Results in
a 5-point Likert scale.
15
5
0
FA1 * FA2 * FA3 FA4 * FA5 * FA6 PU1 PU2 PU3 PU4 PU5 PU6 * PU7 *
0
AE1 * AE2 AE3 SP1 * SP2 * SP3 * SP4 * OR1 * OR2 * IN1 * IN2 * IN3 *
WGWA Group WGNA Group NGWA Group NGNA Group * Questions whose variations
With Gamification With Gamification No Gamification No Gamification among groups were greater
With medical assistance No medical assistance With medical assistance No medical assistance than 1.0
Table 1 shows the interaction logs of patients with the application during
the 21-day period. We created a ranking with the points that each participant
achieved during the trial period (Table 2), including scores of participants who
did not use the gamified app’s version.
16
Table 1: Usage logs.
Group ID L HB BP R M W S WC PA BF Chat
HC01G 23 6 6 15 6 2 4 1 0 0 0
WGWA HC02G 21 20 20 9 25 3 20 1 1 0 1
T05G 52 4 17 2 1 1 1 0 3 0 0
T02G 5 0 0 1 1 1 1 0 0 0 1
T03G 5 1 6 1 1 2 3 0 1 0 0
WGNA
VL05G 6 2 3 2 1 2 1 0 0 0 0
PF01G 13 7 8 1 3 1 7 1 0 0 0
HC02 20 13 16 2 12 1 10 0 0 0 1
NGWA HC03 17 11 11 2 3 4 2 1 9 0 7
HC04∗ 0 0 0 0 0 0 0 0 0 0 0
VL01 0 0 0 0 2 0 2 0 1 0 0
VL02 15 12 12 2 9 9 6 2 0 0 0
NGNA
T01 5 0 10 0 0 1 0 0 0 0 0
T02 4 1 2 0 2 1 1 1 1 0 0
∗Abandoned the study. The abbreviated columns refer to the number of interactions or mea-
surements added to the e-LifeStyle App by each user, namely:
L = Login; HB = Heartbeat; BP = Blood Pressure; R = Reminders; M = Mood; W = Weight;
S = Sleeping; WC = Waist Circumference; PA = Physical Activity; BF = Body Fat.
17
5. Discussion
Overall, for users from groups with the non-gamified app (NGWA and NGNA),
the app’s usage was neutral in improving health care, since most of the partici-
pants’ answers had a more negative feeling. The app without gamification did
not sufficiently motivate participants to change their habits regarding treat-
ment. Thus, the results suggest the gamification was a factor that led to more
acceptance and motivation by the users. For the other groups, motivation and
commitment to health control were positive, as asserted in the studies by Fitz-
Walter et al. (2013); Peham et al. (2014); Munemori et al. (2013); Setiawan and
Putra (2015); Su and Cheng (2015); Melero et al. (2015); Vicent et al. (2015).
Overall, gamification resulted in user motivation (question PU5). Nevertheless,
according to the results of question PU6, in addition to gamification, the super-
vision and monitoring of a health professional is also a motivational factor for
user engagement.
According to the WHO – World Health Organization (2013), implementing
lifestyle changes corresponds proportionately to the recommendations specified
along with the health professional that assists the patient. Furthermore, litera-
ture studies show that the motivation for treatment engagement is multifaceted,
requiring support for education, self-management, and interaction between pa-
tients, caregivers, and health professionals (Fioravanti et al., 2015; Alanzi et al.,
2016; Colineau et al., 2009).
About the ease of use, specifically in question EU2, for all participants of the
groups NGNA, WGNA, and WGWA, mean answers were equal or greater than 4.
In the NGWA group, a participant affirmed that the app required high mental
effort. The low score obtained by this participant may have been influenced
by his lack of experience with technology and lower educational attainment.
Other participants did not report difficulty in using the app, which suggests the
selected game elements did not add complexity to the system.
Considering the use of app-based monitoring tools instead of conventional
18
methods (question BI1), the groups without medical assistance agreed that us-
ing the app would be a better alternative. Data presented in Taylor’s study
(Taylor, 2007) indicate that 50% to 60% of patients tend not to follow medical
recommendations when these are related to changes in their health habits. Con-
sequently, the health professional becomes an educator who uses psychological
techniques to encourage the patient to acquire healthier habits (Marinho-Araujo,
2006). For the WGWA and NGWA groups, the achievement of higher levels of
engagement to incorporate the app as a part of the treatment also relied on the
encouragement from the health professionals. This emphasizes the perception
that the clinician’s involvement in the use of an m-Health app can improve en-
gagement for the patient, resulting in a positive experience (Andersen et al.,
2017; Bellei et al., 2019; Parmanto et al., 2013).
Also, for the SGCA group, the question RD1 concerning benefits in using
the app obtained a neutral result. This perception is directly linked to the RD2
question (“I will continue to use e-Lifestyle App to take care of my health”),
where the resulting scale of mean and standard deviation were similar. The
questions regarding External Variables, EV1 and EV2, evidence that partici-
pants felt oriented in this study.
Considering the results from the Engagement Questionnaire, there was dis-
similarity between groups and low variability among individuals (Figure 7).
Besides presenting variability between groups, the affirmative FA1 showed
disagreement between participants. Perhaps this was influenced by the lack
of understanding in the expression “I forgot about the immediate environment
around me when using e-Lifestyle App ”, since we were asked about the mean-
ing of this expression several times. The same condition occurred concerning
the question FA2 because affirmation “...that I ignored everything around me”
gave a pessimistic feeling; and in question IN1, because participants did not
understand the meaning of “instigate” in the sentence “I was instigated to use
e-LifeStyle App”. These questions belong to the original O’Brien and Toms
19
questionnaire (O’Brien and Toms, 2010), elaborated for the English language
and adapted for this study. Still, there is no validated version of this question-
naire for the Brazilian Portuguese context in the literature.
Regarding the feeling of control during the app’s usage, participants from
NGNA group reported they were able to perform all the desired actions dur-
ing the usage period. The NGNA classified as neutral the feeling of being
rewarded by the app (SP1 question), while other groups that used the gam-
ified version or that were supported by a doctor affirmed they felt rewarded.
This factor provides eminent positive feelings and beneficial effects when using
e-LifeStyle App. The same behavior was repeated in questions SP2 and SP3.
The curiosity factor addressed in question OR “I continued to use e-LifeStyle
App out of curiosity” and in question OR2 “The contents of e-Lifestyle App
incited my curiosity” did not have a significant impact in groups with the non-
gamified version. On the other hand, groups that used the gamified version
had positive results in these questions. The effects generated by gamification
instigated the participants to continue using e-LifeStyle, corroborating with lit-
erature findings on gamification indicating that interaction with ludic elements
instigates activities motivated by curiosity and exploration (Gaver et al., 2004;
Falcão and Tenório, 2015; Morrison et al., 2007).
In the questions on involvement (IN1, IN2, and IN3), the groups that used
the app without gamification did not achieve the same level of excitement and
connection as the groups that interacted with games elements. This factor is
revealed in the evaluation results shown in Figure 7, where NGWA and NGNA
group had means ≤ 4, and WGWA and WGNA had a mean ≥ 4. This reveals
that gamification excelled in making the experience more fun, similarly to the
study of Browne and Anand (2013).
Through the logs (Table 1), we can observe the WGWA group performed
the greater amount of interactions and, therefore, showed greater motivation as
evidenced by the engagement questionnaire. A similar condition was observed
20
in a study with diabetics patients (Steinbeck et al., 2012), which resulted in
a 49.6% increase in the daily mean frequency of blood glucose measurements.
The authors concluded that the use of gamification promoted the monitoring of
blood glucose, letting the participants acquire this habit. The study of Vicente
et al. (2014) implemented gamification for physical activities, in which 70% of
the individuals started exercising regularly.
The groups that were assisted by doctors were more committed to registering
data in the app. Such results are similar to those found by Fioravanti et al.
(2015); Alanzi et al. (2016); Colineau et al. (2009), who report that it is essential
to instruct the doctor to encourage the app’s usage.
In this case, gamification improved user engagement, even though health-
care did not have extreme changes. Studies that have evaluated applications
in the context of health and behavior change argue that, after interacting with
game elements, users who were once not motivated can work towards improving
engagement to modify their health conditions. AlMarshedi et al. (2015) gami-
fied an app for diabetes monitoring through user observation, concluding that
gamification was the key factor for behavior change among diabetics patients
who interacted with the app.
Of the seven participants ranked as the top seven, four used the gamified
version, and five had medical assistance. These indicators corroborate the re-
sults obtained with the applied questionnaires, which asserts that gamification
combined with medical supervision promotes noticeable changes in healthcare.
The significant interval between the participant placed in the first position,
belonging to the WGWA group, stands out from the others.
For the user in the second place (Table 2), who did not use gamification and
was not under medical supervision, the technology factor only was enough to
engage him in using the application. According to the user, the app was an
incentive for monitoring his health. Despite having included measurements on
the app, a user finished the test without scoring, i.e., in the last place, indicating
that his measurements did not meet the recommended levels for his profile.
21
6. Limitations
A limitation of this study is the reduced sample size, since it was difficult to
find a more significant number of participants that could meet the inclusion cri-
teria. Another limitation is the lack of literature about validated questionnaires
on engagement or gamification for the Brazilian Portuguese context, since we
could not validate the instrument. This is the first study with our gamification
method. It still needs to go through more applications to achieve a strongest
effectiveness evidence.
7. Conclusion
22
verify the stability of the results, also employing the method to other m-Health
applications.
Acknowledgments
The authors would like to acknowledge the patients and professionals who
participated in the assessments. Acknowledgements to J. E. V. and M. T. R. for
their assistance. For research funding, the authors acknowledge to the National
Council of Scientific and Technologic Development – CNPq, and to the Ministry
of Health of Brazil – MoH.
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Highlights
One version was gamified using the method, and the other one was not.
Both versions were used and assessed to compare user engagement and acceptance.
The gamified version had a better rating, evidencing the method's effectiveness.