2016
DOI: 10.1089/g4h.2015.0001
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“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients

Abstract: Objective: The aim of this article is to describe the development and testing of a prototype application (“The Heart Game”) using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project.Materials and Methods: A prototype game was developed via user-driven innovation and tested on 10 patients 48–89 years of age and their relatives for a period of 2 weeks. The application consisted of a series of daily challenges given to the patients and relatives and was b… Show more

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Cited by 68 publications
(85 citation statements)
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“…27,28 One of those studies evaluated a game for hypertension management, finding no significant difference in blood pressure reduction between control and intervention groups. 27 However, blood pressure reduction within the intervention group was found to be statistically and clinically significant over time.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…27,28 One of those studies evaluated a game for hypertension management, finding no significant difference in blood pressure reduction between control and intervention groups. 27 However, blood pressure reduction within the intervention group was found to be statistically and clinically significant over time.…”
Section: Discussionmentioning
confidence: 99%
“…In the other study, a serious game-The Heart Game-was developed to assist heart patients in telerehabilitation, incorporating gamification principles such as competition, the use of leaderboards, and the inclusion of a close relative. 28 Participants in that study reported that the game motivated them to engage in their daily cardiac rehabilitation activities. Both of these studies, along with ours, suggest that serious digital games offer a promising approach to health management for patients with cardiac diseases.…”
Section: Discussionmentioning
confidence: 99%
“…Several previous studies have explained that more and more educational methods in the prevention of disease and health care through gamification methods [14] [15]. Research by Hursen et al in 2019, about the purpose of gamification in scientific education using mixed qualitative and quantitative data, showed positive results on student motivation [16].…”
Section: Related Workmentioning
confidence: 99%
“…Based on people's growing passion for videogames and the increasing pervasiveness of technology in form of smartphones, wearables, and apps, gamification aims at changing people's behavior by applying game design elements to non-game situations to reinforce desired behavioral traits [15]. Thus, gamification has the potential inherently motivate people and to make non-gaming applications like repetitive and tiresome everyday tasks (e.g., taking medication every day) more engaging and enjoyable [16,17].…”
Section: What Is Gamification?mentioning
confidence: 99%