INF - Instituto de Informática
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Item Implementação de princípios de gamificação adaptativa em uma aplicação mHealth(Universidade Federal de Goiás, 2023-08-25) Anjos, Filipe Maciel de Souza dos; Carvalho, Sergio Teixeira de; http://lattes.cnpq.br/2721053239592051; Carvalho, Sergio Teixeira de; Mata, Luciana Regina Ferreira da; Berretta, Luciana de OliveiraThis work describes the implementation of a gamified mHealth application called IUProst for the treatment of urinary incontinence through the performance of pelvic exercises for men who have undergone prostate removal surgery. The development of the application followed the guidelines of Framework L, designed to guide the creation of gamified mHealth applications. The initial version of IUProst was exclusively focused on the self-care dimension of Framework L and was released in November 2022. It was used by hundreds of users seeking the treatment provided by the application. Subsequently, the Gamification dimension of Framework L was employed to gamify IUProst. During the process of implementing game elements, it was noted that there were no clear definitions of how to implement the components to allow for gamification adaptation based on user profiles. To address this gap, an implementation model for gamification components was developed to guide developers in creating gamification that could adapt to the user profile dynamics proposed by the adaptive gamification of Framework L. Therefore, the contributions of this research include delivering a gamified mHealth application, analyzing usage data generated by the gamified application, and providing an implementation model for game components that were incorporated into Framework L, enabling the use of components in the context of adaptive gamification. The gamified version of IUProst was published in July 2023 and was used for 30 days until the writing of this dissertation. The results obtained demonstrate that during the gamified month, patients performed approximately 2/3 more exercises compared to the previous two months, reaching 61% of the total exercises performed during the three months analyzed. The data confirmed the hypothesis that game components indeed contribute to patient engagement with the application and also highlighted areas for improvement in the mHealth application.