2021
DOI: 10.2196/30390
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Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Abstract: Background In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these 2 concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researche… Show more

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Cited by 36 publications
(30 citation statements)
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“…In addition, cultural and regional differences can alter whether a specific material should be considered a game, and the boundaries between serious games and gamification are often unclear [ 56 ]. However, using McCallum's [ 57 ] definition, there is little doubt that Escape COVID-19 is indeed a serious game as it is the result of the “creation of a whole new experience to achieve some change in the player.”…”
Section: Discussionmentioning
confidence: 99%
“…In addition, cultural and regional differences can alter whether a specific material should be considered a game, and the boundaries between serious games and gamification are often unclear [ 56 ]. However, using McCallum's [ 57 ] definition, there is little doubt that Escape COVID-19 is indeed a serious game as it is the result of the “creation of a whole new experience to achieve some change in the player.”…”
Section: Discussionmentioning
confidence: 99%
“…At present, there is a conceptual ambiguity in the use of the two, but there is a defined need to report these interventions separately. 39 Although both are considered streams of CBT, gamification differs from serious games in domains of game mechanics, competition, reward system and primary purpose. 39 41 Whereas serious games has focused learning goals and objectives, gamification is about enhancing user engagement for more broad-based e-learning.…”
Section: Discussionmentioning
confidence: 99%
“… 39 41 Whereas serious games has focused learning goals and objectives, gamification is about enhancing user engagement for more broad-based e-learning. 39 – 42…”
Section: Discussionmentioning
confidence: 99%
“…The promise of serious games to advance palliative care's goals depends on the scientific rigor by which we design and evaluate these interventions. The scientific landscape is moving toward more intensive designs in which game reporting becomes uniform and transparent, 31 and evaluations are focused on efficacy and mechanism testing. 32 Researchers interested in serious game interventions should use frameworks specific to technology-based interventions (eg, the Behavioral Intervention Technology Model) or serious games.…”
Section: The Science Of Gamesmentioning
confidence: 99%