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Blood4Life: A Mobile Solution to Recruit and Retain Blood Donors through Gamification and Trans-Theoretical Model
The worldwide demand for blood and its components is critically growing owing to the rise in target diseases, accidents and surgeries. As blood supplies are considerably outstripped by the immediate and crucial need of blood transfusions, the recruitment and retention of voluntary qualified donors pose an acute challenge for blood centers. In this regard, digital technology has proven to be effective in the optimization of blood donation in many ways. Based on that fact, it was designed a solution consisting of a hybrid mobile application named ‘Blood4Life’ which employs gamification techniques and integrates the principles of Trans-Theoretical Model (TTM) of behavior change. This paper presents, therefore, the requirements and characteristics of ‘Blood4Life’ which aims at targeting all types of users in terms of their stage of change which defines their readiness and willingness to donate blood. By means of a variety of gamification elements and according to the initial stage of change of the user, the mobile application is likely to trigger the processes of change that are assumed to encourage users to progress towards later stages. Future work includes the development of a facet for blood centers to manage donors ‘appointments. By then, a rigorous empirical evaluation of Blood4Life solution will be required to thoroughly examine the effects of combining gamification and behavior change theory in achieving sustained engagement of blood donors.