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Detecting gamification in breast cancer apps : an automatic methodology for screening purposes

Giunti, Guido; Giunta, Diego H.; Hors-Fraile, Santiago; Isomursu, Minna; Karosevičiūtė, Diana (2017-06-22)

 
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URL:
https://doi.org/10.1109/CBMS.2017.21

Giunti, Guido
Giunta, Diego H.
Hors-Fraile, Santiago
Isomursu, Minna
Karosevičiūtė, Diana
Institute of Electrical and Electronics Engineers
22.06.2017

G. Giunti, D. H. Giunta, S. Hors-Fraile, M. Isomursu and D. Karosevičiūtė, "Detecting Gamification in Breast Cancer Apps: An Automatic Methodology for Screening Purposes," 2017 IEEE 30th International Symposium on Computer-Based Medical Systems (CBMS), Thessaloniki, 2017, pp. 654-659. doi: 10.1109/CBMS.2017.21

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© 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
https://rightsstatements.org/vocab/InC/1.0/
doi:https://doi.org/10.1109/CBMS.2017.21
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Abstract

Breast cancer is the most common cancer in women both in developed and developing countries. More than half of all cancer mobile application concern breast cancer. Gamification is widely used in mobile software applications created for health-related services. Current prevalence of gamification in breast cancer apps is unknown and detection must be manually performed. The purpose of this study is to describe and produce a tool allowing automatic detection of apps which contain gamification elements and thus empowering researchers to study gamification using large data samples. Predictive logistic regression model was designed on data extracted from breast cancer apps title and description text available in app stores. Model was validated comparing estimated and benchmark values, observed by gamification specialists. Studys outcome can be applied as a screening tool to efficiently identify gamification presence in breast cancer apps for further research.

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