Detecting Gamification in Breast Cancer Apps: an automatic methodology for screening purposes

Minna Isomursu, Guido Giunti, Diego Giunta, Santiago Hors-Fraile, Diana Karosevičiūtė

Publikation: Konference artikel i Proceeding eller bog/rapport kapitelKonferencebidrag i proceedingsForskningpeer review

Abstract

Breast cancer is the most common cancer in women both in developed and developing countries. More than half of all cancer mobile application concern breast cancer. Gamification is widely used in mobile software applications created for health-related services. Current prevalence of gamification in breast cancer apps is unknown and detection must be manually performed. The purpose of this study is to describe and produce a tool allowing automatic detection of apps which contain gamification elements and thus empowering researchers to study gamification using large data samples. Predictive logistic regression model was designed on data extracted from breast cancer apps’ title and description text available in app stores. Model was validated comparing
estimated and benchmark values, observed by gamification specialists. Study’s outcome can be applied as a screening tool to efficiently identify gamification presence in breast cancer
apps for further research.
OriginalsprogEngelsk
Titel30th IEEE International Symposium on Computer-Based Medical Systems - IEEE CBMS 2017, Proceedings
Antal sider6
ForlagIEEE
Publikationsdato2017
ISBN (Elektronisk)2372-9198
DOI
StatusUdgivet - 2017
Udgivet eksterntJa
Begivenhed30th IEEE International Symposium on Computer-Based Medical Systems - Thessaloniki
Varighed: 20 jun. 201724 jun. 2017
Konferencens nummer: 30

Konference

Konference30th IEEE International Symposium on Computer-Based Medical Systems
Nummer30
LokationThessaloniki
Periode20/06/201724/06/2017

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