4. Conclusions and expectations

indicatives by depicting the individual effort. The goals for achieving them are

Interactive Multimedia - Multimedia Production and Digital Storytelling

predefined by the application (Figure 8).

Figure 7. League ranking.

Figure 8.

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BloodHero application achievement examples.

Brazil has a deficit of 2.5 million donations a year, that is, people who are able to donate, because of the lack of information, lack of custom, fear, or other factors, do not donate. Adding the value and benefits of gamification to blood donation, the increasing amount of blood donations and, consequently, increase blood stocks is expected.

About 50% of the Brazilian population is able to donate blood; however, there is a lack of connection between people who can donate and the act of donating blood. Bringing new technologies to stimulate new donations and reduce this lack of donor connection is essential to modify the current Brazilian scenario.

This application will not totally change this reality, but it can increase donor/ donor numbers, saving more lives and proving that the health area is always open to receive new technologies and developments, aimed at improving the quality of life of the population.

The expectations with this project are to increase blood donations, to engage the population with this social cause, and show that new technologies can be applied in the health area [47].

Another expectation is concluding the development to launch the BloodHero application, which is in the prototype stage.
