@article{oai:niigata-u.repo.nii.ac.jp:00007374, author = {藤田, 美幸}, journal = {現代社会文化研究, 現代社会文化研究}, month = {Mar}, note = {In this study, the researcher experiments to prove the health care service of Gamification.Gamification describes the broad trend of applying game mechanics to non-game environments to motivate people and change behavior. Companies to improve performance of training and employee, takes advantage of the gamification. In addition, this can be used to improve the health of employees. The result posits that improved health care services of gamification will enhance people’s health activity. Motivation of health care services will be inspired by offering extrinsic and intrinsic rewards to direct behavioral changes. The health care service must start exploring opportunities to use gamification to increase engagement with people. Understanding how to apply gamification mechanics to motivate positive behavioral change is critical and important to health of people.}, pages = {303--320}, title = {ヘルスケアサービスとゲーミフィケーションの親和性 : ユーザー特性に着目して}, volume = {62}, year = {2016} }