Designing Personalised Gamification of mHealth Survey Applications
Paulina Adamczyk
1,2
, Sylwia Marek
1,2
, Ryszard Pr˛ecikowski
1,2
, Maciej Ku
´
s
1,2
,
Michał Grzeszczyk
1,3 a
, Maciej Malawski
1,2 b
and Aneta Lisowska
1,4 c
1
Sano Centre for Computational Medicine, Krakow, Poland
2
AGH University of Science and Technology, Krakow, Poland
3
Warsaw University of Technology, Warsaw, Poland
4
Poznan University of Technology, Poznan, Poland
Keywords:
User Interface Design, Gamification, Personalisation, mHealth, Survey, Patient Reported Outcome (PRO).
Abstract:
To monitor patients’ well-being and evaluate the efficacy of digital health intervention, patients are required to
regularly respond to standardised surveys. Responding to a large number of questionnaires is effortful and may
discourage mHealth app users from engaging with the intervention. Gamification might reduce the burden of
self-reporting. However, researchers have adopted various approaches to the personalisation of gamification
design: ranking of game elements by the user, Hexad Gamification User Types classification (G) and selection
of preferred design mockups (MU) . In this paper we report on a small population study involving 54 healthy
participants aged 17 to 60, and investigate if these alternative approaches lead to the same design choices. We
find that different evaluation approaches lead to different choices of gamification elements. We suggest to use
game element ranking in combination with mockup selection. Hexad player classification might be less useful
in the context of mHealth applications design.
1 INTRODUCTION
Digital health interventions (DHI) rely on patient-
reported outcomes (PRO) for evaluation of the effi-
cacy of the intervention and monitoring of patients’
physical and mental well-being. The PROs (Cella
et al., 2015) are collected through standardised sur-
veys targeting different dimensions of well-being.
Unfortunately, surveys which contain numerous ques-
tions might be laborious to complete and discouraging
for DHI study participants. Gamification of surveys
might potentially reduce the burden of self-reporting.
It has been shown to improve user experience (Harms
et al., 2015) and participation (Cechanowicz et al.,
2013) in online market research questionnaires. In
the context of mobile health (mHealth) applications,
game elements such as points or leaderboards has
been leveraged to improved nutrition (Chow et al.,
2020), increase physical activity (Xu et al., 2022)
and support medication adherence (Tran et al., 2022).
However, little research has been done in mHealth on
designing gamification of self-reporting.
The design of gamification depends both on the
a
https://orcid.org/0000-0002-5304-1020
b
https://orcid.org/0000-0001-6005-0243
c
https://orcid.org/0000-0002-4489-5956
application context and the target users (Hamari et al.,
2014). Different users might prefer different game el-
ements. Jia et al. suggested that personalisation is
an important step in gamification design which could
help avoid demotivating users by inadequate game el-
ement selection (Jia et al., 2016). There are various
approaches to designing the personalisation of gami-
fied health applications. For behaviour change appli-
cations researchers have utilised the best-worst scal-
ing approach to rank game elements by user pref-
erence (Schmidt-Kraeplin et al., 2019; Berger and
Jung, 2021). Carlier et al. , on the other hand, used
the Hexad Gamification User Types (Tondello et al.,
2016) questionnaire to group users according to their
gameplay preferences, and designed survey applica-
tion screens to suit each type of gamer (Carlier et al.,
2021).
In this study we explore whether the alternative
approaches to evaluating user preferences lead to
comparable gamification design choices. We also in-
vestigate which game elements are the most prefer-
able by users in the context of health and well-being
surveys delivered through a mobile application. To
address these questions we conduct a small study wh-
cih utilizes game element ranking, the Hexad Gamifi-
cation User Types questionnaire and design mockups.
224
Adamczyk, P., Marek, S., Precikowski, R., Ku
´
s, M., Grzeszczyk, M., Malawski, M. and Lisowska, A.
Designing Personalised Gamification of mHealth Survey Applications.
DOI: 10.5220/0011603800003414
In Proceedings of the 16th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2023) - Volume 5: HEALTHINF, pages 224-231
ISBN: 978-989-758-631-6; ISSN: 2184-4305
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
2 RELATED WORK
Gamification refers to the use of game elements in
a non-game setting (Deterding et al., 2011). In the
context of mHealth applications, gamification might
directly promote engaging in a target behavior (e.g.
physical exercise, filling a health survey) or facilitate
attitude change and learning (e.g. health education)
(Johnson et al., 2016).
Game elements frequently utilised in health ap-
plications include: goal setting, progress track-
ing, leaderboards, points, badges, social integration
(connecting/sharing), levels and narratives (Schmidt-
Kraeplin et al., 2019; Berger and Jung, 2021). This
list overlaps with the survey of gamification elements
(Carlier et al., 2021) in DHI, with the exception of
goal setting and narratives, which might be less ade-
quate for responding to survey questions and for self-
reporting.
To decide which game elements to include in the
app researchers utilise various methods at the de-
sign stage, such as game element rankings (Schmidt-
Kraeplin et al., 2019; Berger and Jung, 2021) and tar-
get app user surveys (Tondello et al., 2016; Carlier
et al., 2021).
2.1 Game Elements Ranking
One way to obtain a ranking of user preferences is to
use the best-worst scaling (BWS) approach, in which
users are presented with a set of elements and asked
to select the elements they consider the best and the
worst. BWS is preferable to direct ranking mecha-
nisms or rating scales, because it enables investiga-
tion of decision rules at different ranking depths, en-
forces discrimination between the available options,
prevents scoring scale-related biases and ensures that
the importance of each option is not rated equally
(Louviere et al., 2015).
Schmidt-Kraeplie et al. utilised the BWS method
for the design of a behavior change support system
facilitating physical activity (Schmidt-Kraeplin et al.,
2019), and found that in this context users tend to pre-
fer progress, goals, points and levels. In turn, Berger
and Jung (Berger and Jung, 2021) investigated user
preferences in the context of nutrition apps and found
that similar gamification features namely, goal set-
ting, performance graph, progress, rewards and levels
– receive top ranks.
We carried out a study to determine the ranking
of game elements in the context of a health PROs ap-
plication and compare it with ranks obtained in other
health application contexts.
2.2 The Gamification User Types Hexad
Scale
Another approach to personalisation of gamification
design is to use the Hexad Scale developed by Mal-
czewski (Diamond et al., 2015) and later refined by
Tondello et al. (Tondello et al., 2016) in which users
are assigned to the following gamer types: Socializer,
Free Spirit, Achiever, Philanthropist, Player and Dis-
ruptor. This classification is based on user responses
to 24 statements, such as "I like sharing my knowl-
edge" or "Rewards are a great way to motivate me".
The user indicates his/her agreement with each state-
ment on a 7-point Likert scale.
Carlier et al. designed four different versions of
surveys using game elements corresponding to four
Hexad gamer types: Free Spirit, Achiever, Philan-
thropist, Player (Carlier et al., 2021). The authors
carried out a small comparative study involving 28
users, where 16 participants filled out a gamified sur-
vey matched to their gamer type while the remaining
participants filled out a non-gamified survey. They
found that in gamified conditions, users perceived the
time taken to respond to questions as shorter, and that
gamification did not impact the quality of results.
We find these results encouraging and we extend
the work of Carlier et al. with a study of person-
alised gamification of the full mHealth application
with regularly repeated PROs, rather than a one-off
survey (Carlier et al., 2021) . We investigate whether
the classification of gamification user types using the
hexad scale can guide personalisation of health PROs
application design. Our goal is to encourage regular
interaction with the PROs.
3 METHOD
In our study we consider two main approaches to
gamification: 1) ranking of gamification features and
2) Hexad-based approach, which includes a choice of
mockups (MU) designed to theoretically cater to dif-
ferent Hexad player types (G) .
Unlike Carier et al. who presented questions of
gamificatied PRO to study participants, we focus our
gamified mockup design on the “Thank you" screen
(See Fig. 2). The final moments of each experience
disproportionately affect its retrospective evaluation
(Kahneman et al., 1993). The “Thank you" screen is
the the last screen of the PRO incorporating gamifi-
cation elements, and may strongly impact the user’s
overall evaluation of the application, as well as their
future engagement.
The study consists of four steps: 1) Introduction
Designing Personalised Gamification of mHealth Survey Applications
225
Figure 1: Overview of the Survey Process.
and collection of demographic information 2) Rank-
ing of gamification elements 3) Hexad Player Type
Questionnaire and 4) Paired Hexad Mockup compari-
son (See Figure 1). Note that the player type obtained
from the Hexad questionnaire serves as a grouping
factor. Therefore the experiment has two independent
variables (gamification elements and Hexad Mockups
(MU) ) along with one covariate (Hexad Player Type
(G) ).
The study was conducted as an online survey and
the participants were recruited via social media (Face-
book) as well as via Sano’s general internal Slack
channel. Participation was voluntary and no finan-
cial compensation was provided. We included par-
ticipants who own smartphones and were, in general,
open to using mobile health applications.
3.1 Study Introduction
Participants are presented with study instructions,
along with an explanation of the context of the study.
In particular, the introduction highlights that the study
focuses on personalisation and engagement with mo-
bile health applications in order to reduce the bur-
den of self-reporting. Afterwards, participants pro-
vide their demographic information, which includes
gender and age.
3.2 Gamification Elements
The gamification features that we use in our “Thank
you screen” designs are chosen from sets suggested
by Malczewski (Diamond et al., 2015) and later
refined by Tondello et al. (Tondello et al., 2016)
(Table 1). Game elements which have been shown
to increase user engagement when filling the survey
but are not appropriate for the "Thank You" screen
(such as the progress bar), were excluded from this
analysis.
There are six gamification elements that we anal-
yse. Sharing is a feature for distributing updates about
user’s progress to their friends and colleagues. In
the context of the mHealth survey application, shar-
ing’ does not mean sharing replies to the PRO sur-
vey (these are intended to be shared only with the
clinician who runs the study), but rather sharing an
announcement that one has managed to complete the
self-reporting task with their friends or family mem-
bers. Feedback allows submission of remarks about
the application to the developers, while points are a
simple feature for keeping score through the whole
process of interaction with the app for example,
every time the patient fills in the PRO questionnaire
they receive a reward in the form of points. Leveling
up involves gaining experience points after success-
fully completing some tasks within the application,
and reaching new levels. For example, in an applica-
tion where the patient is expected to complete mul-
tiple PROs, completion of each PRO may increase
the user’s level. Some people find Voting and point-
ing drawbacks engaging and this gamification feature
might be used for assessing the application. Leader-
boards/ranking enable users to compare their results
with others, for example by visualising the number
of tasks completed by the given user vs. the number
of tasks completed by other users. Note that in the
context of the mHealth app the user might prefer to
choose a nickname so that they are not identifiable on
the leaderboard.
In our study, participants choose one favoured
game element from the pair presented to them. For
example, one participant is presented with the follow-
ing game elements: points and sharing, and they are
asked "Which game element do you prefer?". Par-
ticipants reviewed all possible gamification element
pairs, and had to select their preferred game element
from each pair.
HEALTHINF 2023 - 16th International Conference on Health Informatics
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3.3 Hexad Player Types Questionnaire
Personalisation of gamification elements can be sup-
ported by the Hexad Player Types survey, which con-
sist of 24 personality questions such as "I like defeat-
ing obstacles" or "It is important to me to feel like I
am part of a community" (Tondello et al., 2016). Par-
ticipants were asked to rate their agreement with each
statement on the 7-point Likert scale, where 1 means
strong disagreement, 4 means no opinion, while 7
means strong agreement. Then, based on participants’
responses, their corresponding gamer types were de-
termined from among the following: Socializer (G)
, Achiever (G) , Disruptor (G) , Player (G) , Philan-
thropist (G) and Free spirit.
3.4 Design of Mockups
We design mockups of the “Thank you screen” so that
they contain gamification elements for five out of six
types - Achiever (MU) , Philanthropist (MU) , Disrup-
tor (MU) , Player (MU) and Socializer (MU) . The
Free spirit (MU) user type was omitted, based on the
observation that game design elements matching the
Free spirit (MU) (e.g. exploratory tasks, easter eggs
or customization) concern other screens of the appli-
cation rather than the one displayed after completing
the survey in the app. Applying it to the research
questionnaire would make it inconsistent with other
mockups containing the “Thank you screen”. The
mockups created for the questionnaire are shown in
Fig. 2 and the gamification elements matching each
user type are presented in Table 1. Similarly as in the
case of game element selection, participants are asked
to choose their favourite mockup from each presented
pair. All combinations of mockup pairs are presented
to each participant.
3.5 Data Analysis
Finally, we compare the results collectively and indi-
vidually. We analyse game elements, mockups and
player types with the highest response rate and check
whether they correspond to each other. We perform
quantitative and qualitative comparison of the outputs
from the questionnaire in order to determine whether
a specific user type selects features related to that
type, as suggested by Tondello et al. (Tondello et al.,
2016).
(a) Achiever (MU) . (b) Player (MU) .
(c) Socializer (MU) . (d) Philantropist (MU) .
(e) Disruptor (MU) .
Figure 2: Survey completion mockup screens for five Gam-
ification User Types considered in the study.
4 RESULTS
We surveyed 54 users aged 17-60, (38.9% female and
61.1% male). There was no significant difference in
responses between genders, and thus the division was
ignored during further analysis. The majority of re-
sponses (74%) come from younger participants ( 30
yrs).
4.1 Hexad Gamification User Type
Table 1 shows the number of respondents for each
gamification user type as classified using the Hexad
scale. Philanthropist (G) was the most prominent
gamer type in our study population and Disruptor (G)
the least.
Note that some users had more than one domi-
nant gamer type and were counted in all categories
where they had top scores; therefore, the total number
of users does not add up to the number of surveyed
participants. Figure 3a demonstrates gamer type clas-
sification overlap. The thickness of the line between
Designing Personalised Gamification of mHealth Survey Applications
227
Table 1: From left: Categorisation of gamification user
types, number of study participants falling into each gamer
type category, game elements associated with the gamer
type in our mockups (See Fig. 2), top game elements se-
lected by participants in each gamer category and top se-
lected mockup.
Hexad
Gamer Types
No. of users
Game elements
associated with
hexad type
in mock-ups
Top 2 game elements
Top 2 selected
mock ups
Philanthropist 22
sharing
feedback
leveling up,
points
player,
socializer
Free Spirit 19 NA
leveling up,
points/leaderboards
player,
socializer
Player 13 leadboards
leveling up,
leaderboards
player,
socializer
Achiever 10 leveling up
leveling up,
points
player,
socializer
Socialiser 9
points
sharing
leveling up,
points
socializer,
player
Disruptor 1
voting and
pointing drawbacks
feedback
leaderboards,
points
socializer,
player
each pair of gamer types corresponds to the frequency
of participants being classified as both types. When
there is no line between two types it means that not
a single participant was classified as both e.g. no-
body was a strong match for the socializer and player
types at the same time. Free spirit (G) was most fre-
quently connected with other gamification user types,
followed by Philanthropist (G) (see Fig.3a).
4.2 Game Element Ranking
Table 1 also shows the top game element and mockup
chosen per user type. The top game element selected
were: levels, points and leaderboards. The least pre-
ferred elements were feedback and sharing.
Figure 3b shows the frequency which which each
combination of two game elements ranked in the top
two. Note that almost all combinations of game ele-
ments achieved this ranking at least once, except for
sharing and voting/pointing drawbacks. Users fre-
quently preferred pairs of game elements which nat-
urally match each other, e.g. points and leveling up
or leveling up and leaderboards. Interestingly, the
top-two selection of points and leaderboards was less
common (See Figure 3b).
The ranking of game elements did not vary
strongly between the gamification user types. The
feature most frequently selected as the first preference
was leveling up (see Fig 3c) for all player types except
Disruptor (G) , who preferred leaderboards.
4.3 Mockup Selection
The Player (MU) ranked first, and the Socialiser
(MU) second. The selection of Player (MU) corre-
sponds to selection of the game element leaderboards
which is associated with the Player (G) and points
associated with the Achiever (G) . The top mockup
selection is partly consistent with the ranking of top
game elements. It includes game elements which
ranked 2nd (points) and 3rd (leaderboards), but not
1st (leveling up).
Interestingly, the second favourite mockup, So-
cialiser (MU) , also does not include the favourite
game element leveling up and is associated with one
of the least represented gamer types in our study pop-
ulation. It also includes the least favourable feature of
sharing. This result suggests that mockup selection
might lead to different gamification design choices
than game elements ranking.
4.4 Hexad Gamer Type vs Gamification
Design Approaches
The co-occurrence heatmap in Fig. 4 shows that clas-
sification of the gamer type (G) does not strongly cor-
respond to selection of game elements. The gamer
type (G) also does not perfectly match the design
mockup selection (See Fig. 5). Each gamer type is
analysed in more detail below:
Socializer (G) - Respondents classified as Socializ-
ers (G) were responsive to leveling up or points and
preferred Socializers (MU) . The Hexad gamer clas-
sification matched the top mockup selection but their
top preferred game elements did not include sharing,
which was expected to be associated with Socializer
(G) .
Achiever (G) - Similarly to Socializer (G) , these
users were mostly interested in points and leveling up.
In terms of mockups they chose mainly Player (MU)
or Socializer (MU) design, and not Achiver (MU) ,
which included their preferred game element and was
designed to match their gamer type.
Disruptor (G) - This user actively chose leader-
boards or points game elements and Socializer (MU)
or Player (MU) . There was only one Disruptor re-
spondent and therefore they could have significantly
distorted the results. After detailed investigation it
turned out that they were probably straight-lining
(continuously selecting the same answer).
Philanthropist (G) - The analysis reveals that Phi-
lanthropists prefer leveling up or points. This is un-
expected for this gamer type but might be explained
considering that users were frequently classified as
Philanthropist (G) in combination with other gamer
types: Socialiser (G) and Players (G) (See 3a).
Player (G) - Player (G) shows the highest co-
occurrence with leaderboards, which were designed
precisely for this gamer type. The same observa-
tion is noticeable in relation to the mockups where
Player(G) shows the strongest preference for the
HEALTHINF 2023 - 16th International Conference on Health Informatics
228
(a) Gamer Type.
(b) Selected Top 2 game elements.
(c) Hexad Player Type (G) and Top 1 game element
selection.
Figure 3: Co-occurrence graphs.
Player (MU) mockup.
Free spirit (G) - Results for this gamer type were
very close to those obtained for the Philanthropist (G)
. This is another case where the most frequently cho-
sen game elements do not match the association of
game elements and gamer type suggested by Tondello
et al. (Tondello et al., 2016).
Regardless of gamer type classification, a surpris-
Figure 4: Co-occurrence of gamer types (G) and gamifica-
tion elements.
Figure 5: Co-occurrence of gamer types (G) and chosen
mockups (MU) .
ingly large number of respondents chose points and
leveling up as their preferred gamification elements,
and Socializer (MU) or Achiever (MU) as their fa-
vorite. The less frequently selected mockups (Disrup-
tor mockup, Philanthropist mockup) are potentially
less eye-catching, no matter what type of gamer the
study participant is.
5 DISCUSSION
We conducted a small scale study investigating two
different approaches to personalised gamification de-
sign: ranking of game elements by the user and se-
lection of preferred design mockups containing game
features related to different Hexad Gamer Types. We
found that these approaches lead to a choice of dif-
ferent game elements. leveling up, the game element
which ranked the highest, was not present in the fa-
vorite mockup Player (MU) . This suggests that a sim-
Designing Personalised Gamification of mHealth Survey Applications
229
ple ranking of game elements in isolation from full-
screen design might be insufficient for guiding deci-
sions on personalisation of gamification design.
Interestingly, the top game elements, selected re-
gardless of gamer classification, were: levels, points
and leaderboards. The least preferred elements
were feedback and sharing. This ranking is in line
with rankings obtained in other mHealth applications
(Schmidt-Kraeplin et al., 2019; Berger and Jung,
2021). Both in applications focused on physical ac-
tivity(Schmidt-Kraeplin et al., 2019) and nutrition
(Berger and Jung, 2021), the levels game element
ranked highly, while game elements relying on social
connections, such as sharing or user forums, were the
least favorable. This finding suggest that preference
for game elements might be consistent across some
mHealth applications, including even seemingly dif-
ferent settings for PROs apps. In the mHealth context,
users might not wish to share their progress since they
regard such information as too sensitive. Further re-
search is required across different digital health in-
terventions to validate these findings, establish a gen-
eral understanding of what is preferred and what is
not, and uncover the rationale behind ranking certain
game elements as preferred and others as undesirable
in various mHealth app gamification contexts.
In our study the Hexad Gamer Type classification
was not helpful in uncovering the gamification design
that the user might prefer. The links discovered in a
larger population by Tondell et al. (Tondello et al.,
2016) between gamer types and game element selec-
tion were not fully replicated in our small-scale study.
The main limitation of our study is potential partici-
pant selection bias. The majority of our participants
fell into the Philanthropist game user type, which is
in line with Carlier et al. , who also found that users
volunteering to evaluate their design were mostly Phi-
lanthropist (G) (Carlier et al., 2021). This gamer type
distribution, however, might not necessarily be repre-
sentative of all future users of our mHealth app.
The gamer type classification resulting from the
Hexad questionnaire also did not correspond to se-
lection of the mockups. This might be due to the
fact that a large proportion of our respondents had
two dominant gamer types, e.g. Philantropists (G)
were frequently also Socializers (G) and Freespirts
(G) were also Players (G) (See Fig 3a). The Hexad
Gamer classification might be more appropriate for
more sophisticated gameplay than typically present
in mHealth applications. Therefore, to drive gami-
fication design in the health application context we
suggest using a combination of game element ranking
and mockups rather than the Hexad questionnaire.
The results show that game element ranking
should not be done in the isolation. It would have
been advantageous to also obtain a ranking of paired
game elements to better match the mockup, such as
Socialiser, including two game elements: points and
sharing. The Achiever mockup, even while includ-
ing elements favored by users, i.e. leveling up, might
have been disadvantaged due to the lack of combina-
tion with other game elements.
6 CONCLUSION
We conducted a study with 54 participants investigat-
ing different approaches to personalised gamification
design: ranking of game elements by the user, Hexad
Gamification User Types classification and selection
of preferred design mockups. We found that these
approaches lead to the choice of different game ele-
ments. A simple ranking of game elements obtained
in isolation from full-screen design might be insuffi-
cient for guiding decisions regarding gamification de-
sign. Therefore, we suggest to obtain user rankings of
paired game elements alongside mockup selection. In
the context of mHealth survey applications, the Hexad
player classification has been shown to be less help-
ful in guiding gamification design. We found that in
the context of PROs applications, the range of pre-
ferred gamification options could be narrowed down
to mockups tailored to Socialiser and Player gamer
types.
In future work we intend to follow Carlier et al.
(Carlier et al., 2021) and perform an experimental
evaluation of the preferred gamification designs (So-
cialiser and Player (MU) ) vs. a non-gamified sur-
vey, in terms of user experience, data quality and cog-
nitive load measured by wearable devices (Lisowska
et al., 2021). The ultimate goal is to encourage users
to retake the surveys regularly; therefore, we aim to
reduce the burden of self-reporting through gamifica-
tion. The survey must remain reflective of users’ well-
being, hence we need to be mindful of the impact of
gamification on the quality of data captured.
ACKNOWLEDGEMENTS
This publication is supported by the European
Union’s Horizon 2020 research and innovation pro-
gramme under grant agreement Sano No. 857533 and
the International Research Agendas programme of the
Foundation for Polish Science, co-financed by the Eu-
ropean Union under the European Regional Develop-
ment Fund.
HEALTHINF 2023 - 16th International Conference on Health Informatics
230
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