Interactive Multimedia - Multimedia Production and Digital Storytelling

environment. It is a dynamic, nonlinear, flexible, self-organized, and decentralized environment, established by egalitarian cooperative relationships.

platform for the use of appealing strategies, and awaken the emotional side of many

According to Navarro [39], the use of VSN for the support of entities on community issues is growing, because the young public is largely connected to VSN and a significant proportion, 54% according to Lynx [40], believe that the responsibility to solve social problems belongs to everyone who owns the networks. Linked to this, some companies take advantage from the VSN, according to [38], founder of Curtida. Social—start-up that unites companies to community issues in RSV, entities that support social campaigns obtain immediate results, besides having the

Empathy on the subject makes many individuals, who are part of VSN, especially those with a broader subject and usually with a large user base, such as Facebook, Instagram, and WhatsApp, use their resources to promote the cause. It is

Not very evidenced, there are VSNs, or services for VSNs, which explore more directly this issue. Among them, "Salve Mais Um" [41] is a VSN that was born from the observation of a patient's difficulty in finding blood donors and the reach of VSNs in social issues. "Salve Mais Um" interfaces people who are in need of donation and social networks, so donors are encouraged to donate by getting to

One of the methodologies that has been gaining notoriety is gamification. It is defined as the use of game dynamics to motivate actions that are often difficult to achieve, such as learning, engaging people, and problem solving [42]. As the basic principle of gamification is having fun, the method allows a remarkable experience, and its playful form turns, what was not attractive to the most, in

Gambling can be implemented in a variety of ways; according to Webster and Watson [44], games can be based on points, classifications, achievements/icons, levels, history, goals, feedback, rewards, progress, and/or challenges. These rewards make users of the platform, to which gamification has been implemented, reinteract again. Hamari et al.'s review [42], about the efficiency of gamification, shows that this methodology yields positive results both in behavior and in the

According to Almeida [43], the success of gamification is due to the experience that the user has beyond the acquisition of the product. Strategy turns gaming into a

According to Zichermann [45], the more you get to know your players, the easier is to model an experience that will guide their behaviors along the path you want. Bartle [46] classifies players into four main types, such as socializers,

a single moment. All this implies a greater participation of users and

strong brand-customer relationship strong enough to keep them loyal.

common to see, in these networks, shared messages requesting donation,

supporting publicity pages, and profiles for blood donation.

users, especially cause activists.

BloodHero: The Power of Gamification in Social Habit DOI: http://dx.doi.org/10.5772/intechopen.84140

2.4.3 VSN in support to blood donation

know the patients.

2.5 Gamification

collaborators [43].

psychology of individuals.

explorers, achievers, and killers:

2.5.1 Types of players

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brand linked for a long time to the supported actions.

Given their characteristics, social networks are environments where the sharing of information and knowledge works consistently.
