2018 年 38 巻 3 号 p. 74-82
This paper has been written to present the new angle for healthcare service, and discusses the healthcare service of Gamification. The analysis to the effect of healthcare service by Gamification is not yet presented. So that, this paper firstly discusses the factor characteristics of Gamification, and the generation of motivation of healthcare. Next, this paper discusses the usefulness of healthcare service by Gamification from a theoretical and empirical analysis by using the case study of “ARUITE OTOKU” by docomo healthcare Inc. with use of Gamification which influences motivation and engagement of user. As a result, this paper proves that healthcare service by Gamification breaks larger goals into smaller practical challenges, encouraging users as they progress through levels, and engages them emotionally to achieve their very best, and that healthcare service by Gamification is useful to issues of “super-aging” society.