2016 · 22 citations · 3 references
MedicineHealth PromotionHealth CommunicationMobile Health InformaticsTransfusion MedicineBlood CollectionBlood Product ManagementBlood Transfusion ManagementDonor BehaviorDonor SelectionMobile Health ApplicationsBlood Donation CampaignsGamificationGamified InteractionHealth GamesOnline Donation BehaviorOnline Giving BehaviorSocial Network Intervention
There is a strong need for actions to supply the blood demand in the World. Based on this fact, it was designed an application, named `Blood Hero', by applying the `gamification' concept, which allows users to be rewarded by social acts related to the blood donation. It takes advantage of the application of mobile devices, implementing a specific social network, to attract and retain blood donators. This application makes possible an interaction between users and blood centers, and is being tested aiming at evaluating its acceptance and impact in bloodstocks.
3
Framework for Designing and Evaluating Game Achievements
Juho Hamari, Veikko Eranti · 2011 · 222 citations · Full text
Education, Design, Design Theory +7
Gamifying intelligent environments
Yefeng Liu, Todorka Alexandrova, Tatsuo Nakajima · 2011 · 199 citations
Arts, Design, Information Systems +10