Evaluation of the effect of a gamification approach in blood donatio
- Conditions
- blood donnorblood donationgamificationdeferralmotivationD001782
- Registration Number
- JPRN-jRCT1050210006
- Lead Sponsor
- Santos Henrique de Oliveira Luciano
- Brief Summary
Not available
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Pending
- Sex
- All
- Target Recruitment
- 52
Age between 16 to 50 years.
- Have stayed in Japan for the last 2 months.
- Have a smartphone for mobile application installation (for the current study, iOS is required, model iPhone 7 or above, with operative system of iOS 13 or above).
- Either had a past deferral situation (not finishing the blood donation process) or falls into one of the deferral scenarios stated by the Japanese Red Cross Society: http://www.jrc.or.jp/donation/about/refrain/
- Aged less than 16 or more than 50 years.
- Has stayed in Japan for the less than 2 months.
- Does not own a smartphone (for the current study, iOS is required, model iPhone 7 or above, with operative system of iOS 13 or above).
- Has no previous experience with blood donation
Study & Design
- Study Type
- Interventional
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method Intention to donate, intention to contribute in blood donation
- Secondary Outcome Measures
Name Time Method Blood donnor identity, awareness about blood donation, application usage metrics, application usability