Gamification for Doctors as a Way to Motivate the Audience

MedReach

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After the design development phase and the implementation of new features for the social network for doctors on the MedReach project, the task of motivating doctors to write publications arose – and our designers were tasked with solving this problem.

Highlights

Tasks

Solution

Design of gamification integration into the social network, ranking, virtual currency, and an online store for purchases with virtual currency.

Make the existing MedReach mobile application interface no less attractive.

Administrative module for managing competitions, rewards, achievements, and reward store.

How We Solved the Tasks

We developed the design of gamification widgets, a store where users can spend their earned virtual currency, leaderboards, and changed the user profile by adding an achievement dashboard.

Implementation of achievements and badges system

Creation of various achievements and badges that users can earn based on their activities and contributions to the MedReach social network.

Visual display of achievements and badges on the user profile, so that other participants can see their progress and successes.

Creating contests and competitions

Development of an administrative module that allows creating and managing contests and competitions among doctors.

Determining criteria and rewards for contests to encourage doctors to publish more materials and participate actively in the MedReach network.

Development of a ranking and leader system

Implementation of a ranking system based on the activity and contribution of each user.

Creating leaderboards where users can see their position in the overall rankings and compare themselves to other doctors.

Improving the ease of use of the MedReach mobile application

Conducting user experience research and introducing improvements to the MedReach mobile application interface to make it more attractive and intuitive for doctors.

Adapting the interface to different types of devices and screen resolutions to ensure equally comfortable use on all platforms.

Results and Achievements

Thanks to the integration of gamification into the MedReach social network, we have achieved the following results:

  • A significant increase in the number of publications from doctors, as they received additional motivation and rewards for their achievements.
  • Improved ease of use of the MedReach mobile application, which led to increased user activity and engagement.
  • Creating a healthy competitive environment among doctors through competitions and rankings, which motivated them to work harder and actively interact in the network.
  • Increased motivation and attention of doctors to educational and scientific materials, as they received rewards and prizes for studying new topics, participating in discussions, and publishing quality content.
  • Creating a more attractive user profile with an achievement dashboard, allowing doctors to visualize their progress, increasing self-esteem and a sense of satisfaction from their achievements.
  • Strengthening the community of doctors in the MedReach social network, as gamification contributed to more active interaction, exchange of experience, and the establishment of new connections between participants.

Conclusions

The integration of gamification into the MedReach social network has had a positive impact on the motivation and activity of doctors. The gaming process, rewards, achievements, competitions, and ranking system encouraged doctors to publish more materials, participate in discussions, and educational activities. Moreover, improving the mobile application interface and creating an attractive user profile contributed to ease of use and increased engagement.

The MedReach project with gamification successfully coped with the task of motivating doctors and creating a dynamic and active community. This approach can be applied in other areas where it is necessary to increase user motivation and engagement. Gamification is an effective tool for achieving goals and stimulating positive changes in audience behavior and activity.

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