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A Gamification Proposal to Support Crowdsourcing and Collaborative Mapping in Covid-19 Spatialization and Signaling

  • Murilo Guerreiro Arouca*
  • , Ailton Ribeiro
  • , Ana Maria Amorim
  • , Marcos Ennes Barreto
  • , Isa Beatriz da Cruz Neves
  • , Ricardo Lustosa Brito
  • , Hussein Khalil
  • , Federico Costa
  • , Vaninha Vieira
  • , Frederico Araújo Durão
  • *Corresponding author for this work

Publication: Contribution to journalJournal articlepeer-review

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 languageEnglish
Pages (from-to)225-243
Number of pages19
JournalJournal on Interactive Systems
Volume17
Issue number1
DOIs
Publication statusPublished - 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)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Covid-19
  • Crowdsourcing
  • Gamification
  • Participatory Mapping
  • Vulnerable Communities

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