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Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
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Abstract
Introduction:
Gamification, the application of game-like elements in nongame settings, has shown promise for increasing motivation across various sectors. However, their application in healthcare volunteering, particularly in Saudi Arabia, remains limited and understudied. Healthcare volunteers play a crucial role in service delivery; however, sustaining their motivation can be challenging.
Aims:
This study aimed to explore the effectiveness of gamification in enhancing motivation among healthcare volunteers in Saudi Arabia. Specifically, it examined the impact of gamification on situational motivation, distinguishing between intrinsic and extrinsic motivators, and assessed volunteers’ perceptions of the effectiveness of gamification.
Materials and Methods:
A cross-sectional mixed-methods design was used with a sample of 24 healthcare volunteers from a single organization in the Asir region. Participants completed pre- and postintervention surveys incorporating the Situational Motivation Scale (SIMS) and open-ended questions. The 4-week gamification intervention introduced elements such as points, badges, and leaderboards, to encourage engagement. Quantitative data were analyzed using descriptive statistics and paired-sample t-tests to assess changes in motivation levels, while thematic analysis was conducted on the qualitative responses.
Results and Discussion:
Preintervention data indicated generally high baseline motivation, with 54.2% of participants rating their motivation as highly motivated. The postintervention results revealed a statistically significant increase in intrinsic motivation (mean SIMS score: 6.53, standard deviation: 0.76), indicating that gamification positively influenced engagement. The thematic analysis highlighted core motivators, including skill development, community services, and personal growth. While participants appreciated gamification elements such as recognition and rewards, some raised concerns regarding fairness and the potential for competition to detract from the collaborative spirit. The findings suggest that gamification can effectively enhance both intrinsic and extrinsic motivation among healthcare volunteers, particularly when designed to align with their values and motivations. The study highlights the need for thoughtful implementation, ensuring that gamification supports rather than undermines the community-focused values prevalent in volunteer settings.
Conclusion:
This study demonstrates the potential of gamification as a viable tool for boosting motivation in healthcare volunteers, provided it is balanced by cultural and motivational factors. Healthcare organizations that consider gamification in volunteer management should prioritize fairness, transparency, and alignment with intrinsic values to foster sustainable engagement.
Ovid Technologies (Wolters Kluwer Health)
Title: Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia
Description:
Abstract
Introduction:
Gamification, the application of game-like elements in nongame settings, has shown promise for increasing motivation across various sectors.
However, their application in healthcare volunteering, particularly in Saudi Arabia, remains limited and understudied.
Healthcare volunteers play a crucial role in service delivery; however, sustaining their motivation can be challenging.
Aims:
This study aimed to explore the effectiveness of gamification in enhancing motivation among healthcare volunteers in Saudi Arabia.
Specifically, it examined the impact of gamification on situational motivation, distinguishing between intrinsic and extrinsic motivators, and assessed volunteers’ perceptions of the effectiveness of gamification.
Materials and Methods:
A cross-sectional mixed-methods design was used with a sample of 24 healthcare volunteers from a single organization in the Asir region.
Participants completed pre- and postintervention surveys incorporating the Situational Motivation Scale (SIMS) and open-ended questions.
The 4-week gamification intervention introduced elements such as points, badges, and leaderboards, to encourage engagement.
Quantitative data were analyzed using descriptive statistics and paired-sample t-tests to assess changes in motivation levels, while thematic analysis was conducted on the qualitative responses.
Results and Discussion:
Preintervention data indicated generally high baseline motivation, with 54.
2% of participants rating their motivation as highly motivated.
The postintervention results revealed a statistically significant increase in intrinsic motivation (mean SIMS score: 6.
53, standard deviation: 0.
76), indicating that gamification positively influenced engagement.
The thematic analysis highlighted core motivators, including skill development, community services, and personal growth.
While participants appreciated gamification elements such as recognition and rewards, some raised concerns regarding fairness and the potential for competition to detract from the collaborative spirit.
The findings suggest that gamification can effectively enhance both intrinsic and extrinsic motivation among healthcare volunteers, particularly when designed to align with their values and motivations.
The study highlights the need for thoughtful implementation, ensuring that gamification supports rather than undermines the community-focused values prevalent in volunteer settings.
Conclusion:
This study demonstrates the potential of gamification as a viable tool for boosting motivation in healthcare volunteers, provided it is balanced by cultural and motivational factors.
Healthcare organizations that consider gamification in volunteer management should prioritize fairness, transparency, and alignment with intrinsic values to foster sustainable engagement.
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