TY - GEN
T1 - Implementation of gamification to improve blood donors by peer motivation application
AU - Prasetiantowibowo, Radityo
AU - Njotoboedioetomo, Leonika Sari
AU - Lusiani, Cucuk Evi
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2018/6/15
Y1 - 2018/6/15
N2 - Blood is a necessary thing in life especially when in an accident, illnesses, blood disorders, surgeries, and other things. However, the lack of blood stock can be an inhibitor that causes more critical condition of patient, even causing death if the patient is late getting blood transfusion. Indonesia needs about 4.8 million bags of blood each year. Unfortunately, the blood stock in Indonesia only reaches 3.8 million per year. Indonesians who qualified as donors should be able to fulfill the needs of blood donors in Indonesia. Altruism's behavior, such as donating blood, willing to help others voluntarily can be a unique but extraordinary power to solve the problem of blood deficiency in Indonesia. In this study will be explained about the development of applications that can facilitate users to motivate each other doing voluntarily and routinely blood donors, by gamification concept. Based on the results of user acceptance test, the application can be received well by users as a whole, but it still requires some improvements in terms of functionality, as well as the display and content and gamification on the application successfully gives trigger indirectly to the user to do blood donors routinely. Users will get more enjoyable experience and make it easier to do blood donors routinely.
AB - Blood is a necessary thing in life especially when in an accident, illnesses, blood disorders, surgeries, and other things. However, the lack of blood stock can be an inhibitor that causes more critical condition of patient, even causing death if the patient is late getting blood transfusion. Indonesia needs about 4.8 million bags of blood each year. Unfortunately, the blood stock in Indonesia only reaches 3.8 million per year. Indonesians who qualified as donors should be able to fulfill the needs of blood donors in Indonesia. Altruism's behavior, such as donating blood, willing to help others voluntarily can be a unique but extraordinary power to solve the problem of blood deficiency in Indonesia. In this study will be explained about the development of applications that can facilitate users to motivate each other doing voluntarily and routinely blood donors, by gamification concept. Based on the results of user acceptance test, the application can be received well by users as a whole, but it still requires some improvements in terms of functionality, as well as the display and content and gamification on the application successfully gives trigger indirectly to the user to do blood donors routinely. Users will get more enjoyable experience and make it easier to do blood donors routinely.
KW - Altruism
KW - Blood Donors
KW - Gamification
KW - Motivation
UR - http://www.scopus.com/inward/record.url?scp=85050038719&partnerID=8YFLogxK
U2 - 10.1109/ICAMIMIA.2017.8387572
DO - 10.1109/ICAMIMIA.2017.8387572
M3 - Conference contribution
AN - SCOPUS:85050038719
T3 - Proceeding - ICAMIMIA 2017: International Conference on Advanced Mechatronics, Intelligent Manufacture, and Industrial Automation
SP - 131
EP - 135
BT - Proceeding - ICAMIMIA 2017
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2017 International Conference on Advanced Mechatronics, Intelligent Manufacture, and Industrial Automation, ICAMIMIA 2017
Y2 - 12 October 2017 through 14 October 2017
ER -