- 著者
-
藤田 美幸
- 出版者
- 日本情報経営学会
- 雑誌
- 日本情報経営学会誌 (ISSN:18822614)
- 巻号頁・発行日
- vol.38, no.3, pp.83-92, 2018 (Released:2020-09-23)
- 参考文献数
- 34
- 被引用文献数
-
2
In this study, relation between user’s engagement and motivation in Gamification. It describes the broad trend of applying game mechanics to non-game environments to motivate people and change behavior. It is increasingly popular as means of enhancing user interest and usability in various sectors. The following results were obtained: Gamification has a deep connection with user’s engagement and motivation. People are motivated by maintaining a sense of autonomy, progressing toward mastery, and engaging with a purpose larger than themselves. In conclusion Gamification is very relevant to health care services. Gamification will be inspired by offering extrinsic and intrinsic rewards to direct behavioral changes. Gamification is that it uses a digital model to extend engagement and motivation, breaking the barriers of scale, time, distance, connectedness, and cost.