Gamification processes as an alternative for recruiting donors in blood banks: A review as an applicability strategy.
Monday 1 December 2025
The periodic shortage of blood components has prompted blood banks to innovate in their recruitment and loyalty strategies. Studies published between 2022 and 2025 have inspired many organizations to integrate gamification elements—such as points, badges, challenges, and social rewards—into their campaigns and mobile applications. This approach seeks to transform the donor experience and, consequently, increase recurrence.
Gamification, as the incorporation of design elements in games in non-gaming contexts, has shown promising results to improve motivation in social behaviors. The use of gamification and emerging technologies (AI, intelligent interfaces, mobile applications), as recruitment strategies in Blood Banks.
They are analyzed with foundations from the Theory of Planned Behavior (TCP) and the Theory of Self-Determination (TAD), as well as opportunities, ethical risks, operational challenges and recommendations for their implementation.
Context of Applicability
The availability of safe blood continues to be a critical issue for health systems, especially in low- and middle-income countries. The World Health Organization (WHO, 2023) reports that the donation rate per 1,000 inhabitants still presents strong inequalities between regions, with direct effects on transfusion opportunity and safety. In this context, the search for innovative strategies to attract new donors and retain existing ones has intensified.
Gamification emerges as an emerging approach that promises to increase citizen engagement and participation through game mechanics applied in educational, public health, and behavior modification processes. Its integration into digital donation applications has increased since 2020, coinciding with the expansion of mobile ecosystems and the use of advanced analytics for the personalization of motivational messages.

We will take a tour of the current state of knowledge about gamification applied to donor recruitment, its strategies, recent evidence and recommendations for its ethical implementation in blood banks.
Gamification and Social Motivation
Gamification always seeks to enhance participation. Since 2020, multiple studies have documented its usefulness to increase adherence to health programs, promote behavioral changes, and improve the user experience in digital services (Klock et al., 2021; Chamorro et al., 2024).

In the transfusion space, apps in Europe, the United States, and Canada have incorporated gamified elements into their government platforms to encourage appointment booking, improve donation interval recall, and recognize donor contributions (Hillgrove et al., 2022).
Theory and Foundation of Planned Behavior (TCP)
The TCP (Ajzen, 1991) continues to be one of the most used models to explain the decision to donate blood. This theory states that behavioral intention depends on: Attitude toward the behavior, subjective norm, and perceived behavioral control.
Recent studies (Eliassen et al., 2021; Gemelli et al., 2023) confirm that negative experiences, particularly postponement, reduce self-efficacy and future intention to donate, which opens the door to the use of gamification as an emotional mitigator.
Theory and Rationale of Self-Determination (TAD)
The TAD (Ryan & Deci, 2020) postulates that motivation increases when the basic needs of: Autonomy, competence and relatedness are satisfied.
Considering thus that well-designed gamification can reinforce these three components, especially through progressive challenges, meaningful feedback and symbolic recognition. Designs based on TAD have been adopted in frameworks such as that of DiTommaso and Taylor (2022), which propose identifying player profiles and motivations before defining gamified incentives.
How does gamification and blood donation influence?
Digital Applications and Gamified Experiences
Between 2020 and 2025, the literature reports that tools such as: Apps with progress badges and symbolic reward systems, registration of donations as “levels achieved”, group challenges to promote collective donation without inducing risky competition and gamified experiences for deferred donors, aimed at improving understanding of the reason for deferral and reducing associated negative emotions (Chamorro et al., 2024).
These interventions show improvements in the future intention to donate, especially in the young population, being one of the priority groups to increase the base of recurring donors.
Common elements and tactics (and how they are used)
1. Points and Levels: Donors earn points for each donation; Accumulating points unlocks levels or benefits (for example, priority in appointments).
2. Digital Badges/Medals: Milestone recognitions (1st donation, 5th donation, plasma donation, special campaign donation).
3. Challenges and missions: temporary campaigns (e.g. “Donate in August and earn 500 points”), challengesbetween schools/companies or family “missions”.
4. Leaderboards and social competition: local rankings by teams or communities; They are used carefully to avoid stigmatizing those who do not compete.
5. Narrative and emotional metrics: show “lives potentially helped”, recipient stories or local impact maps.
6. Non-monetary rewards: certificates, access to events, merchandising, or discounts with allies.
These components are effective when accompanied by clear communication, intelligent reminders and easy appointment scheduling.
Integration with Artificial Intelligence (AI)
Since 2022, several works integrate gamification with AI under precision recruitment models, where machine learning algorithms:
– They predict the probability of response to campaigns.
– Segment donors according to historical behavior.
– Customize notifications, challenges and rewards.
Wu et al. (2022) demonstrated that predictive models based on XGBoost and Random Forest improve campaign efficiency by reducing unnecessary contacts and increasing conversion into donation bookings.
Research and prototypes such as “G-BlooD” show that integrating challenges, geolocation of donation points and progress dashboard improves satisfaction and return intention among young users.
Implicating applicability in the documented benefits, increasing digital engagement, with greater adherence to appointments, reduction of the negative emotional impact of postponement, improved perception of the service and greater retention of young donors.
Risks, Challenges and Ethical Considerations
Despite its potential, the applicability of this methodology and the authors of the work agree in pointing out important risks such as:
Ethical risks: Associated with possible induction to donate when the person is not in adequate physical condition, poorly designed incentives that compromise the principle of voluntary altruistic donation and algorithmic biases that exclude vulnerable groups.

Regarding data protection, (AI) and gamification require handling sensitive data (health and behavior), which requires reinforcing topics such as: Informed consent, data minimization, algorithmic transparency and the applicability in the security of online governance with the WHO (2023) and AABB (2024).
Likewise, transfusion safety should emphasize avoiding any element that encourages risky behaviors such as: Donating at inappropriate intervals and hiding risk factors to obtain rewards.
Main Recommendations for Implementation
Ofa donor-centered design should be considered (symbolic incentives, never monetary, personalization based on motivational profiles and empathetic feedback in cases of postponement)
In accordance with the creation of this type of alternatives, integration with clinical systems must be considered, which must establish control points in the automatic verification of eligibility, synchronization with component inventory and prevention of inappropriate calls.

However, the impact must be evaluated through metrics such as: conversion rate, appointment attendance, deferral rate, useful units and cost effectiveness, evaluating them on controlled pilot trials.
Conclusions
Gamification constitutes an innovative, promising and technically viable alternative to strengthen the recruitment and retention of donors in blood banks. Recent evidence indicates that, combined with AI and motivational theoretical frameworks, it can improve the donor experience, increase engagement, and reduce the emotional impact of deferrals. However, its implementation must be carefully designed to avoid ethical risks or threats to transfusion safety.
By combining playful mechanics with good regulatory practice, data protection and a focus on the donor experience, blood banks can increase both recruitment and loyalty without sacrificing the altruistic values that underpin voluntary donation. Recent evidence suggests promising results, but highlights the need for longitudinal evaluation and ethical sensitivity in its implementation.
References
– Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human Decision Processes, 50(2), 179–211.
– Barzilai, M., et al. (2025). AI applications in transfusion medicine: A review. PubMedCentral.
– Chamorro, R. E., et al. (2024). Gamification approach to support the deferral experience in blood donation. JMIR Human Factors, 11(2).
– Eliassen, B., et al. (2021). Psychological predictors of blood donation intention. Transfusion Medicine Reviews, 35(4), 321–330.
– Gemelli, M., et al. (2023). Negative experiences and motivation loss in blood donation: A decade review. Transfusion, 63(2), 201–212.
– Hillgrove, T., et al. (2022). Digital transformation in blood donation services. Journal of Medical Internet Research, 24(9).
– Klock, A., et al. (2021). Gamification in health: A systematic review. Computers in Human Behavior, 123.
– Ryan, R., & Deci, E. (2020). Self-determination theory: Basic psychological needs in motivation, development and well-being. Guilford Press.
-WHO. (2023). Global stattoo report on blood safety and availability. World Health Organization.
-Wu, H., et al. (2022). Predicting willingness to donate blood using machine learning. Scientific Reports, 12(1).
– Yu, S. (2024). The ethics of using artificial intelligence in medical research. Kosin Medical Journal.
– Zhou, Y., et al. (2024). Reducing platelet waste using machine learning–based predictive models.
Nataly Velasquez and Paula Moreno
Blood Components Collection Line
ANNAR Health Technologies.