2014
DOI: 10.1007/978-3-319-07626-3_70
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A Review of Gamification for Health-Related Contexts

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Cited by 110 publications
(76 citation statements)
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“…The concept of gamification as the use of game design elements in non-game contexts [6] has received great attention from researchers and is being increasingly applied to and studied in many domains [29], such as education [36,13,9], health [27] and crowdsourcing [24]. Well-known real-world examples include Khan Academy, a platform for online learning courses, Duo Lingo, a mobile application for learning languages or MySugr, a health application to support people with diabetes.…”
Section: Introductionmentioning
confidence: 99%
“…The concept of gamification as the use of game design elements in non-game contexts [6] has received great attention from researchers and is being increasingly applied to and studied in many domains [29], such as education [36,13,9], health [27] and crowdsourcing [24]. Well-known real-world examples include Khan Academy, a platform for online learning courses, Duo Lingo, a mobile application for learning languages or MySugr, a health application to support people with diabetes.…”
Section: Introductionmentioning
confidence: 99%
“…The cost of dementia care is also starting to have a significant impact on the healthcare systems of many countries [12]. Despite the increasing costs, and potentially because of the cost of front line care, there are limited resources available to support research into early detection and monitoring of pre-clinical patients.…”
Section: Introductionmentioning
confidence: 99%
“…In response, three transformations in healthcare are often proposed: a shift from care to prevention, a shift towards self-orchestration of care processes by patients and a shift from professional to informal care, such as provided by families [6,7]. Inspired by the growth of the mobile market and trends such as gamification [12] and the quantified self [13], we partner with health care organizations to explore the possibilities of persuasive apps and services that support and promote a healthy lifestyle.…”
Section: Introductionmentioning
confidence: 99%
“…In the context of this paper, it is important to note that exergaming can be closely linked or even termed as a gamification method, as it is aimed at improving a particular outcome by providing to the end-user a rewards based platform. Gamification in healthcare has gained popularity both in research as well as industrial and clinical applications [5,6,7]. Exergaming on the other hand has seen limited adoption in clinical settings.…”
mentioning
confidence: 99%