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Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19
The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cauti...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9257427/ https://www.ncbi.nlm.nih.gov/pubmed/35815240 http://dx.doi.org/10.1016/j.lanwpc.2022.100528 |
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author | White, Becky K. Martin, Annegret White, James |
author_facet | White, Becky K. Martin, Annegret White, James |
author_sort | White, Becky K. |
collection | PubMed |
description | The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cautious positive results in the use of gamification for older people across a range of health areas although more evidence is needed. Gamification has been used as a strategy in COVID-19 related initiatives and there is potential to build on the evidence to further develop gamification initiatives for those living in the Western Pacific region to impact positively on healthy behaviours and health outcomes. |
format | Online Article Text |
id | pubmed-9257427 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Elsevier |
record_format | MEDLINE/PubMed |
spelling | pubmed-92574272022-07-06 Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 White, Becky K. Martin, Annegret White, James Lancet Reg Health West Pac Viewpoint The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cautious positive results in the use of gamification for older people across a range of health areas although more evidence is needed. Gamification has been used as a strategy in COVID-19 related initiatives and there is potential to build on the evidence to further develop gamification initiatives for those living in the Western Pacific region to impact positively on healthy behaviours and health outcomes. Elsevier 2022-07-06 /pmc/articles/PMC9257427/ /pubmed/35815240 http://dx.doi.org/10.1016/j.lanwpc.2022.100528 Text en © 2022 The Author(s) https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). |
spellingShingle | Viewpoint White, Becky K. Martin, Annegret White, James Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
title | Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
title_full | Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
title_fullStr | Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
title_full_unstemmed | Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
title_short | Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
title_sort | gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of covid-19 |
topic | Viewpoint |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9257427/ https://www.ncbi.nlm.nih.gov/pubmed/35815240 http://dx.doi.org/10.1016/j.lanwpc.2022.100528 |
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