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Evaluation of the effect of a gamification approach in blood donation

Experimental evaluation of the effect of a gamification approach in the intention to donate and intention to contribute of deferred donors.

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-jRCT1050210006
Enrollment
52
Registered
2021-04-14
Start date
2021-04-14
Completion date
Unknown
Last updated
2026-06-29

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

blood donnor blood donation

Interventions

Using the application that has gamification functions
gamification

Sponsors

Santos Henrique de Oliveira Luciano
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: - 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/

Exclusion criteria

Exclusion criteria: - 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

Design outcomes

Primary

MeasureTime frame
Intention to donate, intention to contribute in blood donation

Secondary

MeasureTime frame
Blood donnor identity, awareness about blood donation, application usage metrics, application usability

Contacts

Public ContactLuciano Santos

Kyoto University Hospital

medinfoq@kuhp.kyoto-u.ac.jp+81-75-366-7701

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Jul 3, 2026