Research

How the use of gamification in migraine tracking effects the perceived feeling of motivation

How the use of gamification in migraine tracking effects the perceived feeling of motivation

How the use of gamification in migraine tracking effects the perceived feeling of motivation

Alice Ljungholm

Abstract

"The problem with logging migraines is that patients often forget, or simply choose not to log their migraines. To solve this problem, we investigate in this thesis whether gamification can make a difference in their motivation.

To investigate whether gamification makes a difference, an AB test was performed. An A prototype, without gamification, and a B prototype, without gamification, were developed in the initial phases of this thesis, these were tested on people outside of the target group. Motivation was measured using Self Determination Theory and its sub-theory Organic integration. Gamification elements chosen to use in the B-prototype is based on the desired feel of the prototype, the elements included an avatar, badges, and progress bars.

The A/B-test was performed on 10 people, 5 for each prototype, and all the participants were diagnosed with migraine and had some previous experience of logging their migraines and symptoms.

The result includes interview questions about their experience, observations of user tests and answers from a questionnaire. The results showed no significant overall difference between the two prototypes; however, discussion and some hypotheses can be created by the results. Most difference between the results can be seen in integration regulation, a subcategory of motivation, where the prototype without gamification got a higher result."

Reference

Ljungholm, A. (2022). How the use of gamification in migraine tracking effects the perceived feeling of motivation. https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1701427&dswid=2084

Keywords

Gamification, Migraine, Motivation