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Using Gamification to Increase Adherence to Daily Living Routines

Gamification, the use of game elements in non-game contexts, is an increasingly popular way to incentivize self-management procedures. Despite the growing popularity of such programs, little objective research has been done in the area. This study evaluated the use of a web-based gamification program called HabitRPG through a multiple-baseline across participants design. HabitRPG is designed to increase the productivity of its users. Baseline procedures included parental scoring of task completion. Intervention consisted of training on using HabitRPG. Target behaviors were scored with data sheets provided to parents of the participants. The intervention increased the percentage of compliance for all participants.

Identiferoai:union.ndltd.org:USF/oai:scholarcommons.usf.edu:etd-6711
Date18 March 2015
CreatorsKadison, Lisa S.
PublisherScholar Commons
Source SetsUniversity of South Flordia
Detected LanguageEnglish
Typetext
Formatapplication/pdf
SourceGraduate Theses and Dissertations
Rightsdefault

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