2014
DOI: 10.4108/sg.1.2.e3
|View full text |Cite
|
Sign up to set email alerts
|

A Gamification Model to Encourage Positive Healthcare Behaviours in Young People with Long Term Conditions

Abstract: Young people living with long term conditions will eventually have to transfer their care to the adult setting. Failure to plan and coordinate this has been associated with poorer health outcomes and disruption to their care. Transition planning encourages both health literacy and health promoting behaviours in an age and developmentally appropriate way. In order to gauge the attainment of these skills the Birmingham Children's Hospital Adolescent Rheumatology Team (UK) have developed a series of transitional … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
23
0
2

Year Published

2018
2018
2022
2022

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 20 publications
(25 citation statements)
references
References 26 publications
0
23
0
2
Order By: Relevance
“…It is anticipated that when people are motivated, it will make them want to follow the given instruction or change their habit according to the situation. Thus, a similar situation is expected to happen in the transitional healthcare where by playing games, patient's engagement to learn about themselves can be improved (Wilson & McDonagh, 2014). As proposed by Deterding (2012) and Hamari et al (2014), the implementation of game elements should be considered in tandem with the motivational aspects.…”
Section: Motivational Theory Related To the Effects Of Gamificationmentioning
confidence: 99%
See 4 more Smart Citations
“…It is anticipated that when people are motivated, it will make them want to follow the given instruction or change their habit according to the situation. Thus, a similar situation is expected to happen in the transitional healthcare where by playing games, patient's engagement to learn about themselves can be improved (Wilson & McDonagh, 2014). As proposed by Deterding (2012) and Hamari et al (2014), the implementation of game elements should be considered in tandem with the motivational aspects.…”
Section: Motivational Theory Related To the Effects Of Gamificationmentioning
confidence: 99%
“…To maintain the patient's motivation while in the transition process and to support the process itself, an additional tool is required (Kralik, Visentin, & Van Loon, 2006;Marape, 2013). An involvement of technology, games in particular, could increase user motivation and improve user engagement throughout the process (Wilson & McDonagh, 2014). Therefore, a further suggestion is made to implement anthropomorphic gamification for the transitional health process.…”
Section: The Use Of Anthropomorphs Gamification For Transitional Healmentioning
confidence: 99%
See 3 more Smart Citations