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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
  • *Huvudförfattare för detta arbete

Publikation: Bidrag till tidskriftArtikel i vetenskaplig tidskriftPeer review

Sammanfattning

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.

OriginalspråkEngelska
Sidor (från-till)225-243
Antal sidor19
TidskriftJournal on Interactive Systems
Volym17
Nummer1
DOI
StatusPublicerad - 1 jan. 2026

Bibliografisk information

Publisher Copyright:
© 2026, Brazilian Computing Society. All rights reserved.

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Detta resultat bidrar till följande hållbara utvecklingsmål:

  1. SDG 3 – God hälsa och välbefinnande
    SDG 3 – God hälsa och välbefinnande

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