Disability and rehabilitation. Assistive technology · 2025
Gamification strategies that promote leisure participation in children and youth with disabilities.
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Mahmoudi Ebrahim, Movahed Mehrnoosh, Majnemer Annette, Denner Dos Santos Carlos, Backlin Gillian, Siou Alexandre, Glegg Stephanie, Pritchard Lesley, McCabe Janet, Shikako Keiko, Jooay App Research Group
Аннотация
BACKGROUND: Participation in leisure activities is important for childhood development; however, youth with disabilities (YWD) experience participation limitations due to various barriers, including a lack of information about available adaptive and inclusive leisure activities. The Jooay mobile app, addresses this barrier by providing YWD, parents, and clinicians with information about adaptive and leisure activities in their neighborhoods across Canada. Game-like features, known as gamification, can enhance user engagement with mobile technologies and support health behavior change.
OBJECTIVE: This study sought to explore the needs and perspectives of YWD, parents, clinicians, and community organizations about how gamification can increase their engagement with a mobile app that targets health behavior changes.
MATERIALS AND METHODS: We used a qualitative interpretive description methodology and conducted semi-structured interviews (N = 21) with YWD, parents, clinicians, and community organization representatives. Interviews were recorded and transcribed verbatim. Deductive and inductive approaches alongside constant comparative analysis were used.
RESULTS: Qualitative analysis revealed four interconnected gamification strategies: (1) supporting participation goals; (2) bringing fun; (3) connecting with others; and (4) consideration for different users' experiences. We learned that mobile apps may have increased success in facilitating health behavior changes if they are tailored to individual preferences and may benefit from including personalized goal setting, a feedback system, such as a progress tracker, fun-related elements (especially for YWD), social networking for peer support, tailored user experiences for different user types, and expanded safety features to ensure privacy.
CONCLUSIONS: These findings inform the inclusive and participatory design of digital health tools like Jooay, highlighting their potential to support behavior change, and promote meaningful participation in leisure activities.
OBJECTIVE: This study sought to explore the needs and perspectives of YWD, parents, clinicians, and community organizations about how gamification can increase their engagement with a mobile app that targets health behavior changes.
MATERIALS AND METHODS: We used a qualitative interpretive description methodology and conducted semi-structured interviews (N = 21) with YWD, parents, clinicians, and community organization representatives. Interviews were recorded and transcribed verbatim. Deductive and inductive approaches alongside constant comparative analysis were used.
RESULTS: Qualitative analysis revealed four interconnected gamification strategies: (1) supporting participation goals; (2) bringing fun; (3) connecting with others; and (4) consideration for different users' experiences. We learned that mobile apps may have increased success in facilitating health behavior changes if they are tailored to individual preferences and may benefit from including personalized goal setting, a feedback system, such as a progress tracker, fun-related elements (especially for YWD), social networking for peer support, tailored user experiences for different user types, and expanded safety features to ensure privacy.
CONCLUSIONS: These findings inform the inclusive and participatory design of digital health tools like Jooay, highlighting their potential to support behavior change, and promote meaningful participation in leisure activities.