Abstract
Active community involvement in health initiatives is crucial for combating Covid-19, particularly in vulnerable urban communities where detailed geographic data is often scarce. This study presents a gamified solution to support participatory mapping and crowdsourcing, aimed at gathering spatial data on Covid-19 transmission predictors. Using the Unified Theory of Acceptance and Use of Technology (UTAUT), we evaluated the factors influencing platform adoption. The proposed design, based on the GAFCC model, incorporates game elements to motivate engagement. A user study with 20 young participants from a vulnerable urban community in Salvador, Brazil, revealed that ‘effort expectancy’ and ‘social influence’ were significant determinants of the behavioral intention to use the platform. These results suggest that gamified participatory approaches can effectively mobilize community efforts in public health crises, offering valuable insights for similar contexts.
| Original language | English |
|---|---|
| Pages (from-to) | 225-243 |
| Number of pages | 19 |
| Journal | Journal on Interactive Systems |
| Volume | 17 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - 1 Jan 2026 |
Bibliographical note
Publisher Copyright:© 2026, Brazilian Computing Society. All rights reserved.
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Covid-19
- Crowdsourcing
- Gamification
- Participatory Mapping
- Vulnerable Communities
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