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Gamification: Applications for Health Promotion and Health Information Technology Engagement

Marston, Hannah R. and Hall, Amanda K. (2016). Gamification: Applications for Health Promotion and Health Information Technology Engagement. In: Novák, Daniel; Tulu, Bengisu and Brendryen, Håvar eds. Handbook of research on holistic perspectives in gamification for clinical practice. Advances in Medical Technologies and Clinical Practice. Hershey: IGI Global, pp. 78–104.

URL: http://www.igi-global.com/book/handbook-research-h...
DOI (Digital Object Identifier) Link: https://doi.org/10.4018/978-1-4666-9522-1.ch005
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Abstract

Game-based approaches (gamification) can provide ideal strategies for health promotion, prevention, and self-management of chronic conditions. However, there is a need to clearly define components and uses of gamification in healthcare for increased patient engagement in health information technology. Therefore, this chapter aims to define gamification and components of gamification, identify relevant research and examples of gamification in regards to health promotion and prevention, discuss strategies to gamify a health application, and summarize current research in the area of gamification for health promotion/prevention. Finally, this chapter provides an overview of gamification applications and how it can be used for health promotion.

Item Type: Book Section
Copyright Holders: 2016 IGI Global
ISBN: 1-4666-9522-6, 978-1-4666-9522-1
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS)
Research Group: Health and Wellbeing PRA (Priority Research Area)
Item ID: 44775
Depositing User: Hannah Marston
Date Deposited: 04 Nov 2015 14:13
Last Modified: 02 May 2018 14:15
URI: http://oro.open.ac.uk/id/eprint/44775
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