A systematic review of gamification in e-Health
[Display omitted] •An analysis of the gamified solutions and serious games related to e-Health in the literature is presented.•Chronic disease management and physical activity are the most studied health topics.•The most recurrently employed game mechanics in eHealth are rewards and feedback.•There...
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Veröffentlicht in: | Journal of biomedical informatics 2017-07, Vol.71, p.31-48 |
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•An analysis of the gamified solutions and serious games related to e-Health in the literature is presented.•Chronic disease management and physical activity are the most studied health topics.•The most recurrently employed game mechanics in eHealth are rewards and feedback.•There is a lack of thorough empirical evaluations of the gamified solutions in eHealth.•Gamification and serious gaming help people induce positive health behavioural change.
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics. |
doi_str_mv | 10.1016/j.jbi.2017.05.011 |
format | Article |
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•An analysis of the gamified solutions and serious games related to e-Health in the literature is presented.•Chronic disease management and physical activity are the most studied health topics.•The most recurrently employed game mechanics in eHealth are rewards and feedback.•There is a lack of thorough empirical evaluations of the gamified solutions in eHealth.•Gamification and serious gaming help people induce positive health behavioural change.
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.</description><identifier>ISSN: 1532-0464</identifier><identifier>EISSN: 1532-0480</identifier><identifier>DOI: 10.1016/j.jbi.2017.05.011</identifier><identifier>PMID: 28536062</identifier><language>eng</language><publisher>United States: Elsevier Inc</publisher><subject>Application ; Delivery of Health Care ; Disease Management ; e-Health ; Game Theory ; Gamification ; Humans ; Learning ; Mental Health ; Mobile Applications ; Motivation ; Motor Activity ; Serious game ; Surveys and Questionnaires ; Systematic literature review ; Video Games</subject><ispartof>Journal of biomedical informatics, 2017-07, Vol.71, p.31-48</ispartof><rights>2017 Elsevier Inc.</rights><rights>Copyright © 2017 Elsevier Inc. All rights reserved.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c444t-4dd24feed9b73ad901e8fb05ec24e89d0bb3dbb7a7de10ae4262c07ead49da3d3</citedby><cites>FETCH-LOGICAL-c444t-4dd24feed9b73ad901e8fb05ec24e89d0bb3dbb7a7de10ae4262c07ead49da3d3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://dx.doi.org/10.1016/j.jbi.2017.05.011$$EHTML$$P50$$Gelsevier$$Hfree_for_read</linktohtml><link.rule.ids>314,780,784,3550,27924,27925,45995</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/28536062$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Sardi, Lamyae</creatorcontrib><creatorcontrib>Idri, Ali</creatorcontrib><creatorcontrib>Fernández-Alemán, José Luis</creatorcontrib><title>A systematic review of gamification in e-Health</title><title>Journal of biomedical informatics</title><addtitle>J Biomed Inform</addtitle><description>[Display omitted]
•An analysis of the gamified solutions and serious games related to e-Health in the literature is presented.•Chronic disease management and physical activity are the most studied health topics.•The most recurrently employed game mechanics in eHealth are rewards and feedback.•There is a lack of thorough empirical evaluations of the gamified solutions in eHealth.•Gamification and serious gaming help people induce positive health behavioural change.
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.</description><subject>Application</subject><subject>Delivery of Health Care</subject><subject>Disease Management</subject><subject>e-Health</subject><subject>Game Theory</subject><subject>Gamification</subject><subject>Humans</subject><subject>Learning</subject><subject>Mental Health</subject><subject>Mobile Applications</subject><subject>Motivation</subject><subject>Motor Activity</subject><subject>Serious game</subject><subject>Surveys and Questionnaires</subject><subject>Systematic literature review</subject><subject>Video Games</subject><issn>1532-0464</issn><issn>1532-0480</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2017</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNp9kE1LAzEQhoMotlZ_gBfZo5fdTrLZLzyVolYoeNFzyMesZtmPmmyV_ntTWnv0NMPwvC_MQ8gthYQCzedN0iibMKBFAlkClJ6RKc1SFgMv4fy053xCrrxvIBBZll-SCSuzNIecTcl8EfmdH7GTo9WRw2-LP9FQRx-ys7XV4Tr0ke0jjFco2_HzmlzUsvV4c5wz8v70-LZcxevX55flYh1rzvkYc2MYrxFNpYpUmgoolrWCDDXjWFYGlEqNUoUsDFKQyFnONBQoDa-MTE06I_eH3o0bvrboR9FZr7FtZY_D1gtaAaNQVrwIKD2g2g3eO6zFxtlOup2gIPaeRCOCJ7H3JCATwULI3B3rt6pDc0r8iQnAwwHA8GSQ4oTXFnuNxjrUozCD_af-F0vNeAw</recordid><startdate>201707</startdate><enddate>201707</enddate><creator>Sardi, Lamyae</creator><creator>Idri, Ali</creator><creator>Fernández-Alemán, José Luis</creator><general>Elsevier Inc</general><scope>6I.</scope><scope>AAFTH</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>201707</creationdate><title>A systematic review of gamification in e-Health</title><author>Sardi, Lamyae ; Idri, Ali ; Fernández-Alemán, José Luis</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c444t-4dd24feed9b73ad901e8fb05ec24e89d0bb3dbb7a7de10ae4262c07ead49da3d3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2017</creationdate><topic>Application</topic><topic>Delivery of Health Care</topic><topic>Disease Management</topic><topic>e-Health</topic><topic>Game Theory</topic><topic>Gamification</topic><topic>Humans</topic><topic>Learning</topic><topic>Mental Health</topic><topic>Mobile Applications</topic><topic>Motivation</topic><topic>Motor Activity</topic><topic>Serious game</topic><topic>Surveys and Questionnaires</topic><topic>Systematic literature review</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Sardi, Lamyae</creatorcontrib><creatorcontrib>Idri, Ali</creatorcontrib><creatorcontrib>Fernández-Alemán, José Luis</creatorcontrib><collection>ScienceDirect Open Access Titles</collection><collection>Elsevier:ScienceDirect:Open Access</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>Journal of biomedical informatics</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Sardi, Lamyae</au><au>Idri, Ali</au><au>Fernández-Alemán, José Luis</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>A systematic review of gamification in e-Health</atitle><jtitle>Journal of biomedical informatics</jtitle><addtitle>J Biomed Inform</addtitle><date>2017-07</date><risdate>2017</risdate><volume>71</volume><spage>31</spage><epage>48</epage><pages>31-48</pages><issn>1532-0464</issn><eissn>1532-0480</eissn><abstract>[Display omitted]
•An analysis of the gamified solutions and serious games related to e-Health in the literature is presented.•Chronic disease management and physical activity are the most studied health topics.•The most recurrently employed game mechanics in eHealth are rewards and feedback.•There is a lack of thorough empirical evaluations of the gamified solutions in eHealth.•Gamification and serious gaming help people induce positive health behavioural change.
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.</abstract><cop>United States</cop><pub>Elsevier Inc</pub><pmid>28536062</pmid><doi>10.1016/j.jbi.2017.05.011</doi><tpages>18</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Application Delivery of Health Care Disease Management e-Health Game Theory Gamification Humans Learning Mental Health Mobile Applications Motivation Motor Activity Serious game Surveys and Questionnaires Systematic literature review Video Games |
title | A systematic review of gamification in e-Health |
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