ArticleJMIR serious games2015
Engaging Elderly People in Telemedicine Through Gamification.
Article in JMIR serious games, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 2 of them syntheses that pooled it.
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Who cites it
14 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Effects of mobile health interventions on health-related outcomes in older adults with type 2 diabetes: A systematic review and meta-analysis.Journal of diabetes · 2023Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- FRED: Exergame to Prevent Dependence and Functional Deterioration Associated with Ageing. A Pilot Three-Week Randomized Controlled Clinical Trial.International journal of environmental research and public health · 2017Trial
- Implementation of Integrated Telemedicine Services in Resource-Limited Somalia: A Case Study of Baano Healthcare Technology.International journal of telemedicine and applications · 2026Article
- Developing Game-Based Design for eHealth in Practice: 4-Phase Game Design Process.JMIR formative research · 2024Article
- Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation.JMIR serious games · 2024Article
- Testing an analogue game to promote peer support and person-centredness in education for people with diabetes: A realist evaluation.Nursing open · 2021Article
- Using Geocaching to Promote Active Aging: Qualitative Study.Journal of medical Internet research · 2020Article
- Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype.JMIR serious games · 2019Article
- Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping.JMIR serious games · 2019Article
- Empowering Senior Cochlear Implant Users at Home via a Tablet Computer Application.American journal of audiology · 2018Article
- Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study.JMIR serious games · 2017Article
- Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences.Journal of medical Internet research · 2017Article
- Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study.JMIR serious games · 2016Article
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundTelemedicine can alleviate the increasing demand for elderly care caused by the rapidly aging population. However, user adherence to technology in telemedicine interventions is low and decreases over time. Therefore, there is a need for methods to increase adherence, specifically of the elderly user. A strategy that has recently emerged to address this problem is gamification. It is the application of game elements to nongame fields to motivate and increase user activity and retention.
objectiveThis research aims to (1) provide an overview of existing theoretical frameworks for gamification and explore methods that specifically target the elderly user and (2) explore user classification theories for tailoring game content to the elderly user. This knowledge will provide a foundation for creating a new framework for applying gamification in telemedicine applications to effectively engage the elderly user by increasing and maintaining adherence.
methodsWe performed a broad Internet search using scientific and nonscientific search engines and included information that described either of the following subjects: the conceptualization of gamification, methods to engage elderly users through gamification, or user classification theories for tailored game content.
resultsOur search showed two main approaches concerning frameworks for gamification: from business practices, which mostly aim for more revenue, emerge an applied approach, while academia frameworks are developed incorporating theories on motivation while often aiming for lasting engagement. The search provided limited information regarding the application of gamification to engage elderly users, and a significant gap in knowledge on the effectiveness of a gamified application in practice. Several approaches for classifying users in general were found, based on archetypes and reasons to play, and we present them along with their corresponding taxonomies. The overview we created indicates great connectivity between these taxonomies.
conclusionsGamification frameworks have been developed from different backgrounds-business and academia-but rarely target the elderly user. The effectiveness of user classifications for tailored game content in this context is not yet known. As a next step, we propose the development of a framework based on the hypothesized existence of a relation between preference for game content and personality.
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