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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Anthropomorphism-Based Focus Group Protocol to Select Gamification Mechanics</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Robin De Croon</string-name>
          <email>robin.decroon@kuleuven.be</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davina Wildemeersch</string-name>
          <email>davina.wildemeersch@uza.be</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joris Wille</string-name>
          <email>joris.wille@bewellinnovations.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Katrien Verbert</string-name>
          <email>katrien.verbert@kuleuven.be</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vero Vanden Abeele</string-name>
          <email>vero.vandenabeele@kuleuven.be</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Antwerp University Hospital</institution>
          ,
          <addr-line>Wilrijkstraat 10, BE-2650 Edegem</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>BeWell Innovations</institution>
          ,
          <addr-line>Lievevrouwestraat 10, BE-2520 Ranst</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>KU Leuven</institution>
          ,
          <addr-line>Andreas Vesaliusstraat 13, BE-3000 Leuven</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>KU Leuven</institution>
          ,
          <addr-line>Celestijnenlaan 200A, BE-3001 Leuven</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this position paper, we propose a focus group protocol based on an anthropomorphism approach that can be used with both patients and caregivers to select suitable gamification mechanics in an eHealth or well-being context. In our current project, where we will apply this protocol, we are investigating whether the combination of gamification and context-aware recommender techniques can increase the motivation of people to adhere to telemonitoring actions. This proposed focus group protocol might also be useful in other domains, for example to select gamification mechanics in a well-being and flourishing context.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
The objective of our current project is to investigate whether
the combination of gamification mechanics and context-aware
recommender techniques can increase the motivation of people
to adhere to telemonitoring actions as part of their therapy, and
hence, whether these ‘intelligent’ gamification mechanics can
reduce drop out. Telemonitoring is defined in this context
as the usage of information technology for the tracking
and monitoring of the physical well-being of patients, at a
distance [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Although telemonitoring is highly automated,
there are still actions that are left up to the patient. Typically,
patients need to setup a Bluetooth connection, wear the sensor
appropriately, and charge the battery. A lack of adherence to
telemonitoring actions in eHealth (“an emerging field in the
intersection of medical informatics, public health and business,
referring to health services and information delivered or
enhanced through the Internet and related technologies” [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ])
is therefore well documented. For example, Eysenbach [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
states that there “is the observation that in any eHealth trial
a substantial proportion of users drop out before completion
and stop using the application. [...] for many eHealth trials,
in particular those conducted on the Internet and in particular
with self-help applications, high dropout rates may be a
natural and typical feature.” The Economist’s Intelligence
Unit [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] reported on drop-out rates of 144 mobile health
companies: 67% of the users of fitness or mobile health
apps that needed to enter data manually, stopped within 6
months. Surprisingly, in the case of automated data capturing,
e.g., tracking via sensors, even a higher dropout was reported,
namely 74% [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>
        To maximize the effect of telemonitoring, it is important
patients are motivated (and kept motivated) to adhere to their
therapy. Research suggests gamification can have a positive
impact on health and well-being when it targets behavioral
outcomes [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Gamification mechanics might thus be able
to motivate patients to adhere to their telemonitoring actions.
However, it can be difficult to select appropriate gamification
mechanics. To help researchers and designers select suitable
gamification mechanics in an eHealth context, we propose
a focus group protocol based on an anthropomorphism
approach.
      </p>
      <p>
        In the next section, we will first introduce focus groups,
present some background on tailored gamification mechanics,
and discuss the tendency of people to anthropomorphize
technology. Then we will present the proposed protocol in
detail. Before we conclude the paper, we present a brief
discussion on user types.
Focus groups
Focus groups, sometimes referred to as group discussions [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ],
differ from in-depth interviews as most data comes from
the interaction between participants. As indicated by [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
“descriptions of a focus group vary but usually include a
semistructured session, an informal setting, moderation by
a facilitator and possibly a co-facilitator, such as photos.”
They serve to collect rich and detailed feedback. Based on the
group discussions, individual answers become sharped and
refined. On the other hand, they might also expose differences
between participants that are important to address.
Focus groups create a synergy [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] and have been used before
in a gamification context. Sepehr and Head [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] used focus
groups to identify key gamification mechanics in ERPsim,
which is a gamified system to teach SAP ERP. Fitz-Walter
et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] used focus groups to gather input for achievement
related design elements.
      </p>
      <p>
        Tailored Gamification Mechanics
Gamification harnesses the motivational affordances of
gameful experiences to influence psychological outcomes and
further behavioral outcomes [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Effective gamification
is a combination of game design, behavioral economics,
motivational psychology, and user experience and user
interface design [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. However, Hamari et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] has shown
that gamification is not a panacea. Research has shown
that different user groups and personality types necessitate
different gamification mechanics [
        <xref ref-type="bibr" rid="ref19 ref30 ref4">4, 19, 30</xref>
        ]. Where some
users may be motivated by competition and leaderboards,
other users may be discouraged by competitive elements [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
Whereas some users may be encouraged by challenges and
quests, others may dislike the strong focus on achievement.
Hence, there is a need for intelligence with respect to which
gamification mechanics are appropriate for specific personality
types and user groups. Careful consideration is thus needed
to select a set of gamification mechanics. In this work, we
build on Marczewski’s 52 gamification mechanics [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] to let
participants of a focus group select gamification mechanics.
Anthropomorphism
Technology can be hard to grasp, especially for non-technical
people. Therefore, some people tend to anthropomorphize
technology [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This does not only work well in the
field of Human-Robot interaction [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]: by attributing human
characteristics to complex systems, people can make them
more understandable; but users can even consider the
interaction with computers social [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Not only technology,
but also gamification mechanics applied in an eHealth domain
can be cumbersome to understand. Similar to Vandenberghe
and Slegers [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], we anticipate “anthropomorphism to be
an interesting approach for so-called generative techniques
that aim to gather insights into people’s tacit knowledge and
latent needs [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] that may be realized in future products or
applications.”
Based on this vision, we introduce the concept of
‘supercoaches’ - as an anthropomorphism for gamification
mechanics - who aim to motivate users when they experience
issues adhering to their telemonitoring therapy. Using the
concept of supercoaches, participants do not need to be
familiar with technology, nor with gamification mechanics
to discuss motivational strategies that might help overcome
the issues the designers try to address. These supercoaches
thus serve as an anthropomorphism for the actual gamification
mechanics that designers want to implement in their system.
FOCUS GROUP PROTOCOL
Summary
The overall goal of the proposed focus group protocol is to
determine: 1) which issues patients experience when they use
a telemonitoring platform; 2) which motivational strategies
are appropriate and which gamification mechanics are suitable
to help patients adhere; and 3) how can we personalize and
use the context to optimize the use of these mechanics.
The proposed protocol builds on the Anthropomorphism
approach as proposed by Vandenberghe and Slegers [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
Our protocol thus starts from the idea that users are
tempted to humanize technology and software. This method
introduces the metaphor of an all-knowing, omnipotent
virtual ‘supercoach’ who can, and wants to, do everything
to motivate patients. Thanks to this abstraction, patients
might be stimulated to think about the future and ideal use
of the telemonitoring platform, without having full insights
into sensor or gamification mechanics, or personalization
techniques such as recommender algorithms.
      </p>
      <p>
        In each step of the focus group different cards are used: 1) the
first card is used to list the issues participants experience when
they are using the platform under evaluation (Figure 1A); 2) in
the second step, a supercoach is introduced to help overcome
the issue listed on the first card (Figure 1B); 3) feedback
from the other group (patients vs. caregivers) is added
using a third card (Figure 1C); 4) finally, this card trail
is extended with gamification mechanics heavily based on
Marczewski’s gamification inspiration cards [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. However,
for each mechanic we translated and adapted the text to the
local language and searched for an appropriate example (see
Figure 2 - for this paper, the original English text is used).
Practical
We aim to have six to eight patients and two to four caregivers
participate in each 2-hour focus group session. It is important
to have both patients and caregivers participate. In this
way, potential boundaries between the two groups can be
exposed. Each group is asked to write with a distinct color, to
easily determine which feedback originates from which group.
The focus group should be recorded, which will be used to
transcribe the results. Privacy and security of the collected
data should be saved according to local legislation.
Introduction
Time: 10 minutes
Setup and Explanation: Introduction to the concept.
In this focus group study, we want to determine how
[application name] can motivate you to execute all operations
and continue to perform them accurately. Over the next two
hours, we will brainstorm on this topic using a specific method.
      </p>
      <p>Imagine there is a supercoach at your disposal, an all-knowing,
omnipotent supercoach who can always motivate you at the
right time and who knows perfectly what to say and what to do.
This supercoach wants to make it easier for you to perform
your actions.</p>
      <p>Potential Issues
Time: 15 minutes (5 minutes writing, 10 minutes discussion)
Setup and Explanation: Provide sample cards (see
Figure 1A) participants can use to list potential issues they
experienced.</p>
      <p>You might already know [application name], so you might
be familiar with the actions you need to do. In this first
step, we want to determine a list of issues where you have
difficulties with or where you want more information on.
Possible questions are:</p>
      <p>Which actions do you find confusing?
Which actions do you forget to apply?
Which actions do you not understand?
Which actions do you find annoying?</p>
      <p>Which actions have you already deliberately skipped?
We would like you to describe and explain this in a short
sentence. Also try to provide additional information, where,
when, with who, and why? So please do not just write “blood
pressure” but elaborate: “when I come home and want to feed
the dog, I find it hard to measure my blood pressure slowly.”
Examples:</p>
      <p>Yesterday, I forgot to measure my blood pressure. This
often happens when I have to work late.</p>
      <p>It is boring to measure my oxygen. Why does it take so
long before I can expel the SpO2 meter?
I always forget what time I should measure my blood
pressure again.</p>
      <p>Supercoaches
Time: 20 minutes (10 minutes writing, 10 minutes discussion)
Setup and Explanation: Attach a supercoach (see Figure 1B)
to an issue listed in the previous step.</p>
      <p>Now choose a supercoach, and think how this supercoach
could coach and motivate you? What could this supercoach
say to you? What could the supercoach do for you? Why
would this help you? How would this motivate you? You can
now take a supercoach and write how this supercoach could
coach and motivate you. When done, choose another issue.
Examples:</p>
      <p>Supercoach can explain that ‘97%’ represents an
approximation of the amount of oxygen in your blood. He
can also tell you that normal values fall between 95% and
100%.</p>
      <p>Supercoach can send you a message to measure your blood
pressure when you are behind the TV and are sitting still
anyway.</p>
      <p>Supercoach advises you not to watch the screen of the
device anymore, so you do not focus on your heart rate.
Supercoach can show you a screen with the timings you
have measured your blood pressure.
Switch roles
Time: 15 minutes (5 minutes writing, 10 minutes discussion)
Setup and Explanation: Ask feedback (see Figure 1C) on
the supercoach from the other group (patients vs. caregivers).
We are now going to split the caregivers and patients
temporarily into two groups. We ask to give the supercoaches
to the other group so that you continue working on the
other group’s supercoaches. Take a card and think how the
supercoach’s response might look like for you. When, how
and in what situation would you expect an answer? Is there
anyone with you? Attach this new card to the supercoach.
Examples:</p>
    </sec>
    <sec id="sec-2">
      <title>A video can be too stimulating and affect the results. Beware of the nocebo effect by showing too much information.</title>
      <p>Gamification Mechanics
Time: 30 minutes (12 minutes explanation of gamification
mechanics, 11 minutes writing, 7 minutes discussion)
Setup and Explanation: Introduce the gamification
mechanics and allow participants to choose a gamification
mechanic to attach to the card trail (as shown in Figure 1).
We are now moving to the penultimate phase. We will show
you some mechanics that might motivate [application name]
users. We are asking you to take some of these cards with
proposals and then paste them on the card trail.</p>
      <p>Examples:</p>
    </sec>
    <sec id="sec-3">
      <title>Earn a badge when you go to sleep on time.</title>
      <p>Earn experience points when you measure your blood
pressure at a certain time.</p>
      <p>Show a leaderboard that shows how many users recorded
their measurements correctly this week.</p>
      <p>Show a visualization that shows how well you are doing.
Provide a clear goal in which you try to use the activity
trackers at least during the weekdays.</p>
      <p>Wrap-up
Time: 30 minutes (10 minutes dot-voting, 20 minutes
discussion)
Setup and Explanation: Dot-voting.</p>
      <p>
        We now have many supercoaches full of comments and ideas.
In this final step, we will sort these supercoaches. Please look
at all the supercoaches and observe what has been written
down. Everyone gets five stickers that you can divide over
what you think is the most relevant issue and solution. You
also get one veto sticker for something you really do not want.
On a veto sticker, you will need to write your initials or name
so that we can ask you for more explanation. You will get ten
minutes to do this, after which we will discuss this further.
DISCUSSION ON USER TYPES
Although this proposed focus group protocol might help to
select an initial set of gamification mechanics, there is still
a need for added intelligence to adapt to user profiles [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
Moreover, there are contexts in which users may be less
inclined or simply unable to follow up on certain gamification
mechanics. It simply might not be the right place or time to
follow up on a challenge or start a competition.
      </p>
      <p>
        There are multiple frameworks available that help to determine
the users’ type [
        <xref ref-type="bibr" rid="ref14 ref24 ref3">3, 14, 24</xref>
        ]. A well-known example is the
Hexad framework [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] of which Tondello et al. [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] “created
a 24-items survey response scale to score users’ preferences
towards the six different motivations in the Hexad framework.”.
Marczewski [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] suggests different game mechanics that
may support different user types. Orji et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] “reveal
that people’s personality traits play a significant role in the
perceived persuasiveness of different strategies.”
A potential extension to our protocol is to measure the
participants personality. Participants might be asked to
complete a short Big Five test [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. In the focus group, this test
could be a survey. However, in the eventual implementation
this could be automated. For example, by linking social media
profiles of the user [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>CONCLUSION AND FUTURE WORK
In this position paper, we proposed a protocol that can
be used to select suitable gamification mechanics in an
eHealth context. We make use of the tendency of people
to anthropomorphize technology, which makes it easier for
participants to brainstorm on issues and, more importantly,
on motivational design techniques such as gamification
mechanics.</p>
      <p>We are scheduling multiple focus groups with pain patients
who are asked to use a telemonitoring platform for 10 weeks
after their operation. Although we focus on telemonitoring
actions in our work, we do see an added value of our work for
the related well-being and flourishing domains. For example, it
might be hard for people to report on gamification mechanics
that might motivate them to become more autonomous or
pursue additional personal growth. However, using this
proposed ‘supercoach’ protocol, participants do not need to be
aware of these gamification mechanics before they can start
the discussion.</p>
      <p>
        ACKNOWLEDGMENTS
We would first like to acknowledge Marczewski as this work
depends heavily on his gamification inspiration cards [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. We
would also like to thank the project partners and medical staff
from the pain center who provided feedback on this proposed
protocol. This work is part of the research project PANACEA
Gaming Platform with project number HBC.2016.0177, which
is financed by Flanders Innovation &amp; Entrepreneurship (in
Dutch: Agentschap Innoveren &amp; Ondernemen).
      </p>
    </sec>
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