BloodHero: The Power of Gamification in Social Habit

Daniela C. L. Domingos, Luis Felipe Lima, Thiago F. Messias, Jose V. L. Feijo, Anthony Diniz, H. Soares
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Abstract

The lack of blood in hemocenters is an intermittent problem in the Brazilian health system; due to the difficulty of attracting blood donors, according to the World Health Organization (WHO), each country must maintain 3 – 5% of its population as regular blood donors. However, the number of regular donors in Brazil, in recent years, has not reached 3% of the population. In order to attract periodic volunteer blood donors, the objective of this study was to develop a mobile application, called BloodHero, to work as a social network, with a game methodology, known as gamification, to encourage blood donation. Initiatives and interactions favorable to blood donation, within the application, will generate points that will be used for in-game competitiveness. Another contribution given to those that use this software is the interaction between users who can donate blood and patient users, where these second ones can share their stories or use this software as a tool to find someone compatible with their blood type for donation.
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《BloodHero:社交习惯中的游戏化力量
血液中心缺血是巴西卫生系统中的一个间歇性问题;由于难以吸引献血者,根据世界卫生组织(世卫组织),每个国家必须保持其人口的3 - 5%作为定期献血者。然而,近年来,巴西定期捐助者的数量还没有达到人口的3%。为了吸引定期的志愿献血者,本研究的目标是开发一个名为BloodHero的手机应用程序,作为一个社交网络,使用游戏化的游戏方法来鼓励献血。在应用程序中,有利于献血的倡议和互动将产生积分,用于游戏内的竞争力。对于那些使用这个软件的人来说,另一个贡献是可以献血的用户和病人之间的互动,这些病人可以分享他们的故事,或者使用这个软件作为工具来寻找与他们血型相容的人来献血。
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