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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1410
A Comprehensive Review of Gamification in Healthcare: Incentives in
Mobile Healthcare App
Sabahat Ansari1, Ridaa Khot1, Zaiba Shaikh1,Priti Yadav1, Dr. Zainab Pirani2
1
Student, Department of Computer Engineering, MH Saboo Siddik College of Engineering, Mumbai, India
2
Head of the Department, Department of Computer Engineering, MH Saboo Siddik College of Engineering, Mumbai,
India
---------------------------------------------------------------------***----------------------------------------------------------------------
Abstract - Gamification is a systematic approach for using
game features and methods to make non-game processes
more engaging. Gamification is a motivational technique that
uses game mechanics, game dynamics, and components to
encourage users to complete challenging tasks. Nowadays,
examining existing relevant studies to uncover a collection of
game features and approaches increases the chances of
success in the exciting process. The main goal of this work is to
conduct a literature evaluation utilizing descriptive statistics
of game aspects in conjunction with a review technique. We
looked at much research on gamification in healthcare. The
viewpoint was pivoted after each publication was reviewed for
the analysis, and additional analyses were done concept-
centrally. To enable the creation of more successful
applications in the future, we identified individual behaviour
change strategies and combinations of techniques widely
employed in smartphone games. Smartphone games that
attempt to change people's health habits are widespread,
although the methods for doing so are unclear. We examined
the integrated behaviour modification strategies in health
applications with gaming aspects in a systematic way.
Keywords—Gamification, Game Elements
1.INTRODUCTION
Even though games come in a variety of forms and
genres, they all have four common characteristics:
a goal that players attempt to accomplish, rules
that limit how they may achieve the goal, a
feedback system that tells players how they might
achieve the goal, and players' voluntary
involvement. The application of game design
features in the context of positive health
motivation is referred to as gamification of
healthcare. Gamification is a strategy that aims to
have a beneficial influence on a variety ofwellness
and health-related situations, not only because it
can increase people's engagement and
responsibility for their health-related decisions,
but also because it can improve healthcare
personnel' performance. Gamification has been
explored in several illness conditions and can be
used to drive patient-controlled activities. In the
field of healthcare,
gamification is quickly gaining popularity. With the rapid
growth of smartphone use, there has been a significant
surge in the number of apps focused at health and health-
related activities. There are over 53,054 health
applications (apps) as of 2021, available for smartphones
throughout the world, with exercise, diet, and weight
management apps being the most popular. From the first
quarter of 2015 to the first quarter of 2021, the number of
mHealth applications accessible in the Google Play Store
increased. The healthcare gamification industry's revenue
share surpassed USD 25.3 billion in 2020, and it's
expected to grow at a CAGR of around 14.6 percent
through 2027. In 2020, exercise games accounted for
about 51% of the healthcare gamification market share,
and their appeal among young adults and the working
population would continue to increase [1].
Fig. 1. Exercise games to increasingly influence thedemand for
gamification in the market
Over the last five years, there has been a roughlytenfold
rise in peer-reviewed research publications ongamification
in this field. Gamification concepts have been proven to be
useful in several healthcare circumstances, including
motivating people to live healthier lives, assisting
rehabilitation processes, and improving healthcare
professional education. Simultaneously, there appears to
be no consensus on what defines gamification and how it
varies from other, similar concepts. For some successful
cases of gamified context, there is still a gap in the
definition and measurement of game elements; in this
paper, we aimto understand the key game elements and
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1411
propose a term ofgame elements that can be
implemented in thehealthcare context.
Fig. 2. Early- acceptance and technology-savvy user base
propels the demand in the different region
The goal of this systematic review is to give a
thorough overview of gamification's use and
efficacy in the healthcare sector, as well as to
contribute to existing gamification research in
various areas. We first made a clear and rigorous
distinction between gamification research and
other forms of game-based learning studies. Then
we outlined the circumstances in which the
gamification interventions took place, as well as
the ideas that underpin them. Furthermore, we
looked at the impact of individual game features
using aconceptual framework created by Landers
et al. to organize game elements in non-
educational contexts.
2. RELATED WORK
2.1 Gamification
In 2008, Bret used the word "Gameification" in a
blogpost titled "My Coverage of Lobby of the Social
Gaming Summit," in which he defined the term as
"takinggamemechanics and applying them to other
web properties to increase engagement." In 2009,
informationsystems(IS) scholars and practitioners
began to pay attentionto the idea of gamification.
The following are the mostfrequent definitions of
"gamification": Gamification, as defined by
Deterding, Dixon, Khaled, and acke (2011), is the
use of game elements in non-game contexts [2].
Gamification, according to Bunchball.com (2010), is the
use of game mechanics in non-game activities to influence
people's behaviour. Gamification, accordingto Zichermann
and Cunningham (2011), is the process of using game
thinking and game mechanics to engage audiences and
solve problems [3]. To simplify the concept of
gamification, consider it the application ofthe key aspects
that make games enjoyable and engaging to activities that
aren't often consideredgames. Gamification appears to be a
viable method forovercoming interest loss, increasing user
engagement, improving the quality of health habits, and
motivating users to use Health apps for an extended
amount of time. It refers to the broad spread of games in
culture,society, and technology, as well as how technology
is being altered and developed to provide pleasant
experiences, motivating enforcement, and skillacquisition.
The motivational and engaging potential of games can
potentially be harnessed for supporting this behavior by
supporting the emergence of these gameful experiences in
the context of health behavior by employing gamification
in the form of game elements and affordances (Hamari &
Koivisto, 2015; Högberg et al., 2019) [4]. The anticipated
health consequences may ultimately materialize if an
individual engages in a specific health activity and
continues to do so.
2.2 Health Behaviour Change Theory
Health behaviour, according to Gochman, encompasses
personal qualities, psychological traits, behavioural
patterns, behaviours, and habits that are related to health
maintenance, restoration, and improvement. Health
behaviour change is a complicated and challenging
process, impacted by a variety of elementssuch as emotion,
social influences, and awareness of ahealth problem. As a
result, a variety of theories have been used to develop
effective health treatments and encourage a better
understanding of health behaviour change. These health
behaviour change theories (HBCTs) are widely utilised in
the healthcare industryor are derived from it. We refer to
an HBCT as a potentially relevant, currently existing
explanatory model that has shown to give useful
knowledge to explain and forecast health behaviour
change, in agreement with previous research on
theoretical considerations of gamification [5].
According to the HBM (Health Belief Model), a person's
belief in a personal risk of illness or disease, as well as
their belief in the effectiveness of the suggested health
activity or action, can predictwhether they would engage
in the practice.
2.3 Self Determination Theory
According to Edward L. Deci and Richard M.
Ryan's SelfDetermination Theory (SDT), the
essential psychological requirements that
compose Self- Determination are autonomy,
competence, and relatedness. To fulfil
selfdetermination requirements.To satisfy the ability's
requirements. to satisfy the desire for social
connection [6].
Forde, Mekler, and Opwis (2015) compared autonomy,
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1412
Database
n = 60
Inclusion/ Exclusion
criteria n-=25 Eligibility
passed n = 35
Documents related
to Systemic review
scope n = 20
Screen by title and
abstract n-=15
Inclusion/ Exclusion
criteria n-=9 Documents including
gamification elements n
= 11
competence, and intrinsic motivation between an
informative and a control condition on
gamification work, and Forde, Mekler, and Opwis
(2016)foundthatinformational game components
such as points in the form of scoreboards were
disregarded [7]. Self- regulation in a non-digital
context, according to Hiniker, Lee, Sobel, and
Choe (2017), may be applied effectively to
children's use of technology by providingtools for
preschoolers and parents to organise their
device-based play-time [8]. Huang (2017) used
robotics competitions as a test bed to look for
evidence of people's desire for autonomy,
competence, relatedness to other humans, and
intrinsic motivation and emotions while
interacting with robots, utilising the Self-
Determination Theory in Human-Robot
Interaction [9]. Noll, Razzak, and Beecham (2017)
investigated the effects of misalignment between
needed and real autonomy on motivation in the
context of global software development [10].
3. METHODOLOGY
3.1 Research
A systematic review was conducted by us for this
research. The procedure for doing the systematic
review was as follows: First, we determined
which electronic databases were being
investigated in relation to the study's objectives.
Second, we determined the target keywords and
create the search string. Third, we identified the
inclusion/exclusion criteria, i.e., the mandatory
eligibility conditions for documents to be included
in the current study. Fourth, using the title and
abstract, we screened those documents that
previously met the eligibility criteria.Fifth, based
on the content of the papers, we chose those that
provide information about game elements; sixth,
we defined the metrics to characterise them and
then we delivered the results of this systematic
review.
3.2 Data Collection
We looked at the NHS Health Applications Library,
the mHealth apps, and other top-rated medical,
health andwellness, and fitness apps (as defined by
the AppleandGoogle Play stores based on revenue
and downloads).
Google Scholar, Journel of Medical Internet
Research Publications (JMIR), IEEE (Institute of
Electrical and Electronics Engineers),
ResearchGate, and CiteseerX were the electronic
databases that were searched.
We utilized the following factors to make our
decision:
(1) To discover phrases related to gamification,
gamified, and gamifying, we used the search terms
"gamif*." (2) After that, we used the following criteria
for inclusion: one of the search strings relates to the
name a conference or a journal from 2019 through
2021, The papers those were written in English, and
the following were the exclusion criteria: publications
that didn't have anything to do with gamification; Only
the abstracts of papers are accessible; The workshop
presentation; The usage of gamification in a non-
health environment; Research that has already been
done. In addition, in the first phase, we collected data
from the title, abstract, and keywords, and in the
second step, we extracted data from the introduction,
methods, and conclusions.
Fig. 3. Flow diagram of systematic review process
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1413
4. RESULTS
Table 1 summarises the extracted data from the selected publications, including the year of publication, authors,
problempoints,proposal,studydesign type, and performance evaluation.
Table 1. Summary of the extract data from the selected papers
Year Authors Problem Points Proposal Type of
Studies
Design
Performance Evaluation
2021 Mitra Zolfaghari,
Mina
Shirmohammadi
Houra
Shahhosseini,
Mehrshad
Mokhtaran
and Simin Z.
Mohebbi
To encourage healthy
oral health-related
Behaviors and to design
electronic apps with
educational content for
oral health instruction
of mothers.
The authors design a
mobile app and
assess the effect of
gamification of the
app on quality of
oral health
instruction of
mothers regarding
oral healthcare of
theirchildren.
Correlational
Study
The result shows that apps effectively
promoted the oral health of their
children. However, reduction of PI, as
the main cause of dental caries, was
greater in children of mothers who
used the gamified app [11].
2021 Persson J, Clifford
D, Wallergård M,
Sandén U
Cancer rehabilitation is
central for helping
patients and relatives
create a functional
everyday life based on
the changes in life
conditions. The needs
are highly individual
and include physical,
mental, and social
challenges. Cancer
rehabilitation programs
offer coping strategies,
including guidelines on
how to handle emotions.
The author design,
the virtual smash
room at the request
of a patient with
cancer who wanted a
tool for venting
frustration In this
virtual environment,
the user can break
porcelain, vases, and
plates. Patients
participating in a
week-long cancer
rehabilitation
program tested the
virtual smash room.
AppliedStudy This study presents a concept of using
virtual reality in the cancer
rehabilitation process and exemplifies
activities of patient participation in the
design process. Virtual reality has
potential in being both distracting and
enjoyable, while certain aspects of
cybersickness might be especially
important to consider for a user group
already experiencing physical and
mental issues. The results will act as
input in the process of further
designing virtual applications in
digitally reinforced cancer
rehabilitation [12].
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1414
2021 Patrícia Paula
Bazzanello
Henrique, Perez
FMP, Becker OHC,
Bellei
EA, BiduskiD, Korb
A, Pochmann
D, Dani C, Elsner
VR, De Marchi ACB
Kinesiotherapy
To evaluate the effects
of kinesiotherapy with
exergaming on older
women’s epigenetic
marks and cognitive
ability, as well as on
their clinical functional
variables.
The author develops
a virtual clinic
exergame with 8
types of
kinesiotherapy
exercises.
Afterward, they
conduct a 1:1
randomized clinical
trial to compare the
practice of
kinesiotherapy with
exergames
(intervention group)
against conventional
kinesiotherapy
(control group).
AppliedStudy Research on this topic is likely to
significantly expand the understanding
of kinesiotherapy and the impact of
exergames. To the best of our
knowledge, this may be one of the first
studies exploring epigenetic outcomes
of exergaming interventions. The
project was funded in October 2019.
Game development took place in 2020.
Patient recruitment and clinical trials
are planned for 2021 [13].
2021 Michelle Berger
Carolin Jung
To contribute to a better
understanding of
contextual differences of
Gamification elements
preferences and provide
starting points for
further research on
gamification
It was discovered
that users prefer
meaningful GEs in a
nutrition-related
context. The findings
have a wide range of
practical
applications in the
field of nutrition.
Implementing GE
narratives, for
example, which is
supposed to increase
user engagement, is
not preferred in the
nutrition context.
Correlational
Study
Results of the study were limited, as the
selection of GEs examined differs in
some respects. The use of a physical
reward distorted the structure of the
experiment. It would be interesting to
see if the implementation of virtual
rewards, for example, free healthy
recipes, would lead to a different rank
position [14].
2021 Stéphanie Carlier
Dries Coppens
Femke De Backere
Filip De Turck
Investigating the
Influence of
Personalised
Gamification on Mobile
Survey UserExperience
This study
investigates the
impact of a reusable
mobile survey
application that
employs
personalized
gamification on user
experience.
The gamified
application provides
a better overall user
experience than the
traditional survey.
37.5 percent of
Correlational
Study
A study has found that the overall user
experience is slightly higher than that
of the non-gamified version of the
Hexad Player Type Framework. The
results of the study were obtained from
28 participants who took part in a
series of surveys about their use of the
app [15].
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1415
gamified users
thought the survey
lasted less time than
it did.
2021 Timea Németh
AlexandraCsongor
Erika Marek
Gabriella Hild
The study aimed to gain
an understanding of the
use of gamification in
languages for Medical
and Healthcare
Purposes (LMHP)
classes.
Over 1000 medical
and healthcare
students were
surveyed via an
online
questionnaire. The
survey included both
closed and open-
ended questions
designed to gain a
better
understanding of
students' perception
of in- class
gamification
techniques.
Correlational
Study
Student’s voice is an essential and asset
to a university. This is even moreso in
healthcare and medical education,
where the sink or swim attitude is still
present. Gamification may provide
another method through which
instructors motivate students to learn
the target they are aiming for.
The authors conclude that the successof
Gamification lies in making the learning
experience engaging and interactive
[16].
2020 Hamidur Rahaman
Pial
To make the
healthcare/fitness app
more interesting for the
user.
The authors
developed a mobile
App that uses game-
based learning
characteristics and
human-cantered
design to attract and
better suit theuser.
Exploratory
Research
Study
The result proved that implementing
gamification in Health and fitness apps
have become widely popular, using
gamification elements.
It also shows that there is a lack of
integrating important elements of
changing health behaviour theory from
the modern app industry, that may fall
impact to gamification apps to change
health behaviour [17].
2020 Paul Tamayo-
Serrano
Samir Garbaya
Saida Bouakaz
Pierre Blazevic
The patients’ motivation
and adherence to a
rehabilitation regime is
still a problem. To
address this problem,
this article proposed a
game-based in-home
rehabilitation approach
for post stroke patients.
Game-based systems
have been developed
as a tool to maintain
motivation and
achieve
rehabilitation goals
in patients who are
undergoing stroke
rehabilitation
therapy.
Research
Paper
Traditional poststroke therapy is useful
but patients' motivation and adherence
is still a problem. This article proposes
a game-based in- home rehabilitation
approach for poststroke patients. The
results showed that the system as a
whole was usable regardless of gender
or previous experience with video
games[18].
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1416
2020 Mia Jansson, Jonna
Koivisto,
Minna Pikkarainen.
To identify
opportunities for
gamification
In the elective primary
fast track total hip and
knee arthroplasty
journey to support
patient’s health-related
behavior.
The authors develop
a mobile app for
digital gamified
solutions for
exploring the use of
gamificationto lower
limb joint
replacement journey
and other
specialization.
Journal The result shows that the
effectively promoted the knee and
arthroplasty journey and m
opportunities were in the contex
personalized counselling, monitor
and social support [19].
2019 Mohamed Buheji To enhance the
integration of
gamification in more
public services and to
present around the
opportunities and
learning that comes
from gamifying the
change initiatives.
The author
investigates how the
different
gamification
constructs and
techniques help inre-
inventing the public
healthcareservices.
Case Study These findings suggest
gamification is one of the m
important tools today in changing
mindset of the stakeholders, set
effective strategies for so
transformation and we can recog
the level of learning and achievem
with relatively informal and immed
feedback in relevance to day-to-
practice [20].
2019 Eli G. Phillips Jr,
PharmD,JD;
Chadi Nabhan, MD,
MBA
Bruce A. Feinberg
DO
The role of practitioners
in the eraof gamification
has not been well
established. The need
has arisen for
development of clinical
practice guidelines.
"Digital practitioner"
specializes in healthcare
apps and assesses
whether game apps
might improve patients'
health by modulating
their brain activity.
Technological
advancement in
healthcare is in an
explosive growth
phase, and there is
likely a role for
gamification as anext
approach to modify
behaviour. As
gamified
applications for
healthcare increase,
the best way to
protect patients is
with a combination
of provider and
regulatory
interventions.
Exploratory
Research
Study
A two-way gaming interface m
allow the digital practitioner to w
the patient's development, rectify
deficiencies that are discovered,
adapt the game accordingly.
combination of provider and regula
measures is the most effective stra
to protect patients [21].
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1417
5. FUTURE SCOPE
Gamification, rather than being a simple solution
of gamebased design characteristics, will become
a strategic management tool in the future.
Gamificationwill be abouthow we think,cooperate,
and collaborate to co-create a new method of
learning andcommunitydevelopment.
This review contributes to the burgeoning area of
gamification in healthcare applications by
providing evidence for future research and determining
the best way to employ behaviour modification
components insmartphone games. The link between an
intervention'sbehaviour change method content and the
subsequent health behaviour change is not
straightforward. Moreapproaches aren't always better,
and more researchisneeded on the precise combinations
of techniques that are most likely to work in
smartphone games. The following table summarizes
the game elements that can be used in healthcare app
design.
Table 2: Game Elements useful to healthcare app
Game Elements Examples Usefulness to Gamification in healthcare app design
Achievement
(Progression)
 Points
 Badges
 Levelling
 Leader boards
 Progression bars
Certificates
Level completion and skill improvement provide enjoyment to game players.
Users appreciate the same kinds of acknowledgement.
The feeling of progress encourages to keep going. Leader boards, as well as
points and badges, give a social status element.
The task completion certificate is a proof of accomplishment in training e.g.
therapy and diet.
Rewards  Equipment, tools and
other resources to use
in game
 Collectibles
 Bonuses
 Power-ups
Rewards, which are closely connected to accomplishment, can be included into
the wellbeing process.
Reward schedules, both variable and fixed, are common game mechanics.
Rewards can be earned by completing a series of tasks or given out at regular
intervals.
Extrinsic motivation and recognition are provided through rewards for time,
effort, and health improvement.
Story  Narrative arc
 Quest: The hero’s
journey
Users interest and motivation are piqued by an adventure setting, a preventing
calamity scenario, or a defeating the disease.
Incorporate the once experience from the treatment of lethal diseases into a
captivating story. To immerse the patient – and users' choices – into the plot,
add characters, conflicts, and resolution.
Time  Countdown
 Schedule
Timers (which count total time) and countdown clocks are a popular theme in
healthcare games such as fitness and nutrition. Even a timetable of events, such
as "before I do B and C, I must first do A," might assist people focus on the work at
hand and their diet.
Personalization  Avatar selection
 Avatar Customization
 Character naming
 Interactive
conversation (ICI)
It's simpler than ever to provide excellent consumer experiences in real-time due
to AI-based personalization. Individual preferences may be accommodated in
everything from avatar selection and customization to look-and-feel settings (e.g., a
dreamlike theme or a vibrant colour theme). Patients are more engaged and
motivated when they are treated individually.
Microinteractions  SFX
 Toggles
 Animated rollovers
When it comes to creating a memorable experience, the finer points are crucial. A
hover-state animation, a sound effect, or a cut-screen narrative are all examples
of pleasantmomentsand microinteractionsingames.Butwatchoutfortoomuch
 Easter eggs flamboyance! Using music, sophisticated animations, and beautiful transition
screens, provide nuanced environmental reactions to patients and users
activities.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
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6. CONCLUSION
We have demonstrated the broad interpretation of
game components in this study, as well as a new
language to explain how gamification is produced.
We present an overview of the use of behaviour
modification approaches in the rapidly expanding
field of smartphone games, with the goal of
providing insights that will help developers build
more successful applications to modify health-
related behaviours. We've seen evidence of a broad
interpretation of game components, as well as a
new language to describe how gamification is
formed. The benefits and risks should be assessed
using established procedures to allow consumers
to make informed judgments and health systems to
make reimbursement decisions.
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Gamification Review of Healthcare Apps

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1410 A Comprehensive Review of Gamification in Healthcare: Incentives in Mobile Healthcare App Sabahat Ansari1, Ridaa Khot1, Zaiba Shaikh1,Priti Yadav1, Dr. Zainab Pirani2 1 Student, Department of Computer Engineering, MH Saboo Siddik College of Engineering, Mumbai, India 2 Head of the Department, Department of Computer Engineering, MH Saboo Siddik College of Engineering, Mumbai, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract - Gamification is a systematic approach for using game features and methods to make non-game processes more engaging. Gamification is a motivational technique that uses game mechanics, game dynamics, and components to encourage users to complete challenging tasks. Nowadays, examining existing relevant studies to uncover a collection of game features and approaches increases the chances of success in the exciting process. The main goal of this work is to conduct a literature evaluation utilizing descriptive statistics of game aspects in conjunction with a review technique. We looked at much research on gamification in healthcare. The viewpoint was pivoted after each publication was reviewed for the analysis, and additional analyses were done concept- centrally. To enable the creation of more successful applications in the future, we identified individual behaviour change strategies and combinations of techniques widely employed in smartphone games. Smartphone games that attempt to change people's health habits are widespread, although the methods for doing so are unclear. We examined the integrated behaviour modification strategies in health applications with gaming aspects in a systematic way. Keywords—Gamification, Game Elements 1.INTRODUCTION Even though games come in a variety of forms and genres, they all have four common characteristics: a goal that players attempt to accomplish, rules that limit how they may achieve the goal, a feedback system that tells players how they might achieve the goal, and players' voluntary involvement. The application of game design features in the context of positive health motivation is referred to as gamification of healthcare. Gamification is a strategy that aims to have a beneficial influence on a variety ofwellness and health-related situations, not only because it can increase people's engagement and responsibility for their health-related decisions, but also because it can improve healthcare personnel' performance. Gamification has been explored in several illness conditions and can be used to drive patient-controlled activities. In the field of healthcare, gamification is quickly gaining popularity. With the rapid growth of smartphone use, there has been a significant surge in the number of apps focused at health and health- related activities. There are over 53,054 health applications (apps) as of 2021, available for smartphones throughout the world, with exercise, diet, and weight management apps being the most popular. From the first quarter of 2015 to the first quarter of 2021, the number of mHealth applications accessible in the Google Play Store increased. The healthcare gamification industry's revenue share surpassed USD 25.3 billion in 2020, and it's expected to grow at a CAGR of around 14.6 percent through 2027. In 2020, exercise games accounted for about 51% of the healthcare gamification market share, and their appeal among young adults and the working population would continue to increase [1]. Fig. 1. Exercise games to increasingly influence thedemand for gamification in the market Over the last five years, there has been a roughlytenfold rise in peer-reviewed research publications ongamification in this field. Gamification concepts have been proven to be useful in several healthcare circumstances, including motivating people to live healthier lives, assisting rehabilitation processes, and improving healthcare professional education. Simultaneously, there appears to be no consensus on what defines gamification and how it varies from other, similar concepts. For some successful cases of gamified context, there is still a gap in the definition and measurement of game elements; in this paper, we aimto understand the key game elements and
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1411 propose a term ofgame elements that can be implemented in thehealthcare context. Fig. 2. Early- acceptance and technology-savvy user base propels the demand in the different region The goal of this systematic review is to give a thorough overview of gamification's use and efficacy in the healthcare sector, as well as to contribute to existing gamification research in various areas. We first made a clear and rigorous distinction between gamification research and other forms of game-based learning studies. Then we outlined the circumstances in which the gamification interventions took place, as well as the ideas that underpin them. Furthermore, we looked at the impact of individual game features using aconceptual framework created by Landers et al. to organize game elements in non- educational contexts. 2. RELATED WORK 2.1 Gamification In 2008, Bret used the word "Gameification" in a blogpost titled "My Coverage of Lobby of the Social Gaming Summit," in which he defined the term as "takinggamemechanics and applying them to other web properties to increase engagement." In 2009, informationsystems(IS) scholars and practitioners began to pay attentionto the idea of gamification. The following are the mostfrequent definitions of "gamification": Gamification, as defined by Deterding, Dixon, Khaled, and acke (2011), is the use of game elements in non-game contexts [2]. Gamification, according to Bunchball.com (2010), is the use of game mechanics in non-game activities to influence people's behaviour. Gamification, accordingto Zichermann and Cunningham (2011), is the process of using game thinking and game mechanics to engage audiences and solve problems [3]. To simplify the concept of gamification, consider it the application ofthe key aspects that make games enjoyable and engaging to activities that aren't often consideredgames. Gamification appears to be a viable method forovercoming interest loss, increasing user engagement, improving the quality of health habits, and motivating users to use Health apps for an extended amount of time. It refers to the broad spread of games in culture,society, and technology, as well as how technology is being altered and developed to provide pleasant experiences, motivating enforcement, and skillacquisition. The motivational and engaging potential of games can potentially be harnessed for supporting this behavior by supporting the emergence of these gameful experiences in the context of health behavior by employing gamification in the form of game elements and affordances (Hamari & Koivisto, 2015; Högberg et al., 2019) [4]. The anticipated health consequences may ultimately materialize if an individual engages in a specific health activity and continues to do so. 2.2 Health Behaviour Change Theory Health behaviour, according to Gochman, encompasses personal qualities, psychological traits, behavioural patterns, behaviours, and habits that are related to health maintenance, restoration, and improvement. Health behaviour change is a complicated and challenging process, impacted by a variety of elementssuch as emotion, social influences, and awareness of ahealth problem. As a result, a variety of theories have been used to develop effective health treatments and encourage a better understanding of health behaviour change. These health behaviour change theories (HBCTs) are widely utilised in the healthcare industryor are derived from it. We refer to an HBCT as a potentially relevant, currently existing explanatory model that has shown to give useful knowledge to explain and forecast health behaviour change, in agreement with previous research on theoretical considerations of gamification [5]. According to the HBM (Health Belief Model), a person's belief in a personal risk of illness or disease, as well as their belief in the effectiveness of the suggested health activity or action, can predictwhether they would engage in the practice. 2.3 Self Determination Theory According to Edward L. Deci and Richard M. Ryan's SelfDetermination Theory (SDT), the essential psychological requirements that compose Self- Determination are autonomy, competence, and relatedness. To fulfil selfdetermination requirements.To satisfy the ability's requirements. to satisfy the desire for social connection [6]. Forde, Mekler, and Opwis (2015) compared autonomy,
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1412 Database n = 60 Inclusion/ Exclusion criteria n-=25 Eligibility passed n = 35 Documents related to Systemic review scope n = 20 Screen by title and abstract n-=15 Inclusion/ Exclusion criteria n-=9 Documents including gamification elements n = 11 competence, and intrinsic motivation between an informative and a control condition on gamification work, and Forde, Mekler, and Opwis (2016)foundthatinformational game components such as points in the form of scoreboards were disregarded [7]. Self- regulation in a non-digital context, according to Hiniker, Lee, Sobel, and Choe (2017), may be applied effectively to children's use of technology by providingtools for preschoolers and parents to organise their device-based play-time [8]. Huang (2017) used robotics competitions as a test bed to look for evidence of people's desire for autonomy, competence, relatedness to other humans, and intrinsic motivation and emotions while interacting with robots, utilising the Self- Determination Theory in Human-Robot Interaction [9]. Noll, Razzak, and Beecham (2017) investigated the effects of misalignment between needed and real autonomy on motivation in the context of global software development [10]. 3. METHODOLOGY 3.1 Research A systematic review was conducted by us for this research. The procedure for doing the systematic review was as follows: First, we determined which electronic databases were being investigated in relation to the study's objectives. Second, we determined the target keywords and create the search string. Third, we identified the inclusion/exclusion criteria, i.e., the mandatory eligibility conditions for documents to be included in the current study. Fourth, using the title and abstract, we screened those documents that previously met the eligibility criteria.Fifth, based on the content of the papers, we chose those that provide information about game elements; sixth, we defined the metrics to characterise them and then we delivered the results of this systematic review. 3.2 Data Collection We looked at the NHS Health Applications Library, the mHealth apps, and other top-rated medical, health andwellness, and fitness apps (as defined by the AppleandGoogle Play stores based on revenue and downloads). Google Scholar, Journel of Medical Internet Research Publications (JMIR), IEEE (Institute of Electrical and Electronics Engineers), ResearchGate, and CiteseerX were the electronic databases that were searched. We utilized the following factors to make our decision: (1) To discover phrases related to gamification, gamified, and gamifying, we used the search terms "gamif*." (2) After that, we used the following criteria for inclusion: one of the search strings relates to the name a conference or a journal from 2019 through 2021, The papers those were written in English, and the following were the exclusion criteria: publications that didn't have anything to do with gamification; Only the abstracts of papers are accessible; The workshop presentation; The usage of gamification in a non- health environment; Research that has already been done. In addition, in the first phase, we collected data from the title, abstract, and keywords, and in the second step, we extracted data from the introduction, methods, and conclusions. Fig. 3. Flow diagram of systematic review process
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1413 4. RESULTS Table 1 summarises the extracted data from the selected publications, including the year of publication, authors, problempoints,proposal,studydesign type, and performance evaluation. Table 1. Summary of the extract data from the selected papers Year Authors Problem Points Proposal Type of Studies Design Performance Evaluation 2021 Mitra Zolfaghari, Mina Shirmohammadi Houra Shahhosseini, Mehrshad Mokhtaran and Simin Z. Mohebbi To encourage healthy oral health-related Behaviors and to design electronic apps with educational content for oral health instruction of mothers. The authors design a mobile app and assess the effect of gamification of the app on quality of oral health instruction of mothers regarding oral healthcare of theirchildren. Correlational Study The result shows that apps effectively promoted the oral health of their children. However, reduction of PI, as the main cause of dental caries, was greater in children of mothers who used the gamified app [11]. 2021 Persson J, Clifford D, Wallergård M, Sandén U Cancer rehabilitation is central for helping patients and relatives create a functional everyday life based on the changes in life conditions. The needs are highly individual and include physical, mental, and social challenges. Cancer rehabilitation programs offer coping strategies, including guidelines on how to handle emotions. The author design, the virtual smash room at the request of a patient with cancer who wanted a tool for venting frustration In this virtual environment, the user can break porcelain, vases, and plates. Patients participating in a week-long cancer rehabilitation program tested the virtual smash room. AppliedStudy This study presents a concept of using virtual reality in the cancer rehabilitation process and exemplifies activities of patient participation in the design process. Virtual reality has potential in being both distracting and enjoyable, while certain aspects of cybersickness might be especially important to consider for a user group already experiencing physical and mental issues. The results will act as input in the process of further designing virtual applications in digitally reinforced cancer rehabilitation [12].
  • 5. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1414 2021 Patrícia Paula Bazzanello Henrique, Perez FMP, Becker OHC, Bellei EA, BiduskiD, Korb A, Pochmann D, Dani C, Elsner VR, De Marchi ACB Kinesiotherapy To evaluate the effects of kinesiotherapy with exergaming on older women’s epigenetic marks and cognitive ability, as well as on their clinical functional variables. The author develops a virtual clinic exergame with 8 types of kinesiotherapy exercises. Afterward, they conduct a 1:1 randomized clinical trial to compare the practice of kinesiotherapy with exergames (intervention group) against conventional kinesiotherapy (control group). AppliedStudy Research on this topic is likely to significantly expand the understanding of kinesiotherapy and the impact of exergames. To the best of our knowledge, this may be one of the first studies exploring epigenetic outcomes of exergaming interventions. The project was funded in October 2019. Game development took place in 2020. Patient recruitment and clinical trials are planned for 2021 [13]. 2021 Michelle Berger Carolin Jung To contribute to a better understanding of contextual differences of Gamification elements preferences and provide starting points for further research on gamification It was discovered that users prefer meaningful GEs in a nutrition-related context. The findings have a wide range of practical applications in the field of nutrition. Implementing GE narratives, for example, which is supposed to increase user engagement, is not preferred in the nutrition context. Correlational Study Results of the study were limited, as the selection of GEs examined differs in some respects. The use of a physical reward distorted the structure of the experiment. It would be interesting to see if the implementation of virtual rewards, for example, free healthy recipes, would lead to a different rank position [14]. 2021 Stéphanie Carlier Dries Coppens Femke De Backere Filip De Turck Investigating the Influence of Personalised Gamification on Mobile Survey UserExperience This study investigates the impact of a reusable mobile survey application that employs personalized gamification on user experience. The gamified application provides a better overall user experience than the traditional survey. 37.5 percent of Correlational Study A study has found that the overall user experience is slightly higher than that of the non-gamified version of the Hexad Player Type Framework. The results of the study were obtained from 28 participants who took part in a series of surveys about their use of the app [15].
  • 6. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1415 gamified users thought the survey lasted less time than it did. 2021 Timea Németh AlexandraCsongor Erika Marek Gabriella Hild The study aimed to gain an understanding of the use of gamification in languages for Medical and Healthcare Purposes (LMHP) classes. Over 1000 medical and healthcare students were surveyed via an online questionnaire. The survey included both closed and open- ended questions designed to gain a better understanding of students' perception of in- class gamification techniques. Correlational Study Student’s voice is an essential and asset to a university. This is even moreso in healthcare and medical education, where the sink or swim attitude is still present. Gamification may provide another method through which instructors motivate students to learn the target they are aiming for. The authors conclude that the successof Gamification lies in making the learning experience engaging and interactive [16]. 2020 Hamidur Rahaman Pial To make the healthcare/fitness app more interesting for the user. The authors developed a mobile App that uses game- based learning characteristics and human-cantered design to attract and better suit theuser. Exploratory Research Study The result proved that implementing gamification in Health and fitness apps have become widely popular, using gamification elements. It also shows that there is a lack of integrating important elements of changing health behaviour theory from the modern app industry, that may fall impact to gamification apps to change health behaviour [17]. 2020 Paul Tamayo- Serrano Samir Garbaya Saida Bouakaz Pierre Blazevic The patients’ motivation and adherence to a rehabilitation regime is still a problem. To address this problem, this article proposed a game-based in-home rehabilitation approach for post stroke patients. Game-based systems have been developed as a tool to maintain motivation and achieve rehabilitation goals in patients who are undergoing stroke rehabilitation therapy. Research Paper Traditional poststroke therapy is useful but patients' motivation and adherence is still a problem. This article proposes a game-based in- home rehabilitation approach for poststroke patients. The results showed that the system as a whole was usable regardless of gender or previous experience with video games[18].
  • 7. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1416 2020 Mia Jansson, Jonna Koivisto, Minna Pikkarainen. To identify opportunities for gamification In the elective primary fast track total hip and knee arthroplasty journey to support patient’s health-related behavior. The authors develop a mobile app for digital gamified solutions for exploring the use of gamificationto lower limb joint replacement journey and other specialization. Journal The result shows that the effectively promoted the knee and arthroplasty journey and m opportunities were in the contex personalized counselling, monitor and social support [19]. 2019 Mohamed Buheji To enhance the integration of gamification in more public services and to present around the opportunities and learning that comes from gamifying the change initiatives. The author investigates how the different gamification constructs and techniques help inre- inventing the public healthcareservices. Case Study These findings suggest gamification is one of the m important tools today in changing mindset of the stakeholders, set effective strategies for so transformation and we can recog the level of learning and achievem with relatively informal and immed feedback in relevance to day-to- practice [20]. 2019 Eli G. Phillips Jr, PharmD,JD; Chadi Nabhan, MD, MBA Bruce A. Feinberg DO The role of practitioners in the eraof gamification has not been well established. The need has arisen for development of clinical practice guidelines. "Digital practitioner" specializes in healthcare apps and assesses whether game apps might improve patients' health by modulating their brain activity. Technological advancement in healthcare is in an explosive growth phase, and there is likely a role for gamification as anext approach to modify behaviour. As gamified applications for healthcare increase, the best way to protect patients is with a combination of provider and regulatory interventions. Exploratory Research Study A two-way gaming interface m allow the digital practitioner to w the patient's development, rectify deficiencies that are discovered, adapt the game accordingly. combination of provider and regula measures is the most effective stra to protect patients [21].
  • 8. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1417 5. FUTURE SCOPE Gamification, rather than being a simple solution of gamebased design characteristics, will become a strategic management tool in the future. Gamificationwill be abouthow we think,cooperate, and collaborate to co-create a new method of learning andcommunitydevelopment. This review contributes to the burgeoning area of gamification in healthcare applications by providing evidence for future research and determining the best way to employ behaviour modification components insmartphone games. The link between an intervention'sbehaviour change method content and the subsequent health behaviour change is not straightforward. Moreapproaches aren't always better, and more researchisneeded on the precise combinations of techniques that are most likely to work in smartphone games. The following table summarizes the game elements that can be used in healthcare app design. Table 2: Game Elements useful to healthcare app Game Elements Examples Usefulness to Gamification in healthcare app design Achievement (Progression)  Points  Badges  Levelling  Leader boards  Progression bars Certificates Level completion and skill improvement provide enjoyment to game players. Users appreciate the same kinds of acknowledgement. The feeling of progress encourages to keep going. Leader boards, as well as points and badges, give a social status element. The task completion certificate is a proof of accomplishment in training e.g. therapy and diet. Rewards  Equipment, tools and other resources to use in game  Collectibles  Bonuses  Power-ups Rewards, which are closely connected to accomplishment, can be included into the wellbeing process. Reward schedules, both variable and fixed, are common game mechanics. Rewards can be earned by completing a series of tasks or given out at regular intervals. Extrinsic motivation and recognition are provided through rewards for time, effort, and health improvement. Story  Narrative arc  Quest: The hero’s journey Users interest and motivation are piqued by an adventure setting, a preventing calamity scenario, or a defeating the disease. Incorporate the once experience from the treatment of lethal diseases into a captivating story. To immerse the patient – and users' choices – into the plot, add characters, conflicts, and resolution. Time  Countdown  Schedule Timers (which count total time) and countdown clocks are a popular theme in healthcare games such as fitness and nutrition. Even a timetable of events, such as "before I do B and C, I must first do A," might assist people focus on the work at hand and their diet. Personalization  Avatar selection  Avatar Customization  Character naming  Interactive conversation (ICI) It's simpler than ever to provide excellent consumer experiences in real-time due to AI-based personalization. Individual preferences may be accommodated in everything from avatar selection and customization to look-and-feel settings (e.g., a dreamlike theme or a vibrant colour theme). Patients are more engaged and motivated when they are treated individually. Microinteractions  SFX  Toggles  Animated rollovers When it comes to creating a memorable experience, the finer points are crucial. A hover-state animation, a sound effect, or a cut-screen narrative are all examples of pleasantmomentsand microinteractionsingames.Butwatchoutfortoomuch  Easter eggs flamboyance! Using music, sophisticated animations, and beautiful transition screens, provide nuanced environmental reactions to patients and users activities.
  • 9. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1418 6. CONCLUSION We have demonstrated the broad interpretation of game components in this study, as well as a new language to explain how gamification is produced. We present an overview of the use of behaviour modification approaches in the rapidly expanding field of smartphone games, with the goal of providing insights that will help developers build more successful applications to modify health- related behaviours. We've seen evidence of a broad interpretation of game components, as well as a new language to describe how gamification is formed. The benefits and risks should be assessed using established procedures to allow consumers to make informed judgments and health systems to make reimbursement decisions. REFERENCES [1] Healthcare Gamification Market Size By Game Type 2020-2027 https://www.gminsights.com/industry- analysis/healthcaregamification-market [2] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011), From Game Design Elements to Gamefulness: Defining “Gamification”. In MindTrek’11. Tampere, Finland. ACM. [4] Högberg, Johan & Hamari, Juho & Wästlund, Erik. (2019). Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction. 29. 10.1007/s11257-019- 09223-w. [5] Glanz, Karen, Maddock, Jay " Encyclopedia of Public Health” Encyclopedia.com. 22 Sep. 2021 https://www.encyclopedia.com [6] Legault, Lisa. (2017). Self-Determination Theory.10.1007/978-3319-28099-8_1162-1. [7] Forde, S.F., Mekler, E.D., & Opwis, K. (2015). Informational vs. Controlling Gamification: A Study Design. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY’15) (517-522). ACM, New York, NY, USA. https://doi.org/10.1145/2793107.2810297 [8] Hiniker, A., Lee, B., Sobel, K., & Choe, E.K. (2017). Plan; Play: Supporting Intentional Media Use in Early Childhood. In Proceedings of the 2017 Conference on Interaction Design and Children (IDC’17) (85-95). ACM,New York, NY, USA. https://doi.org/10.1145/3078072.3079752 [9] Huang, L. (2017). Qualitative Analysis of the Application of SelfDetermination Theory in Robotics Tournaments. In Proceedings of the Companion of the 2017ACM/IEEE International Conference on Human- Robot Interaction (HRI’17) (135-136). ACM, New York, NY, USA. https://doi.org/10.1145/3029798.3038342 [10] Noll, J., Razzak, M.A., & Beecham, S. (2017). Motivation and Autonomy in Global Software Development: An Empirical Study. In Proceedings of the 21st International Conference on Evaluation and Assessment in Software Engineering (EASE’17) (394-399). ACM, New York, NY, USA. https://doi.org/10.1145/3084226.3084277 [11] Zolfaghari, Mitra & Shirmohammadi, Mina & Shahhosseini, Houra & Mokhtaran, Mehrshad & Mohebbi,Sz. (2021). Development and evaluation of a gamified smart phone mobile health application for oral health promotion in early childhood: a randomized controlled trial. BMC Oral Health. 21. 10.1186/s12903-020-01374-2. [12] Persson J, Clifford D, Wallergård M, Sandén U. A Virtual Smash Room for Venting Frustration or Just Having Fun: Participatory Design of Virtual Environments in Digitally Reinforced Cancer Rehabilitation. JMIR Rehabil Assist Technol. 2021 Oct 7;8(4):e29763. doi: 10.2196/29763. PMID: 34617913. [13] Henrique PPB, Perez FMP, Becker OHC, Bellei EA, Biduski D, Korb A, Pochmann D, Dani C, Elsner VR, De Marchi ACB Kinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study JMIR Res Protoc 2021;10(10):e32729 [14] Berger, Michelle & Jung, Carolin. (2021). Gamification in Nutrition Apps -Users' Gamification Element Preferences: A Best-WorstScaling Approach. [15] Carlier, S.; Coppens, D.; De Backere, F.; De Turck, F. Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability 2021, 13,10434. https://doi.org/10.3390/su131810434 [16] Németh, Timea & Csongor, Alexandra & Marek, Erika & Hild, Gabriella. (2021). Gamification in Languages for Medical and Healthcare Purposes Classes: The Outcomes of aEuropean Survey. 8. [17] Pial, Hamidur Rahaman. (2020). Gamification in Healthcare and Fitness application. 10.13140/RG.2.2.29502.10566/1. [18] P. Tamayo-Serrano, S. Garbaya, S. Bouakaz and P. Blazevic, "A Game-Based Rehabilitation Therapy for Post-Stroke Patients: An Approach for Improving [3] Bunchball.com (2010). Gamification 101:
  • 10. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p-ISSN: 2395-0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 1419 Patient Motivation and Engagement," in IEEE Systems, Man, and Cybernetics Magazine, vol. 6,no. 4, pp. 54-62, Oct. 2020, doi: 10.1109/MSMC.2020.3002519. [19] Jansson M, Koivisto J, Pikkarainen M. Identified opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals' interviews. J Clin Nurs. 2020 Jul;29(13-14):2338-2351. doi: 10.1111/jocn.15246. Epub 2020 Apr 12. PMID: 32222001. [20] Buheji, Mohamed. (2019). Gamification Techniques to Re-Invent Public Healthcare Services -A Case Study. 9. 339-351.10.5296/ijhrs.v9i2.14888. [21] Phillips EG Jr, Nabhan C, Feinberg BA. The gamification of healthcare: emergence of the digital practitioner? AmJ Manag Care. 2019 Jan;25(1):13-15. PMID: 30667606.