Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19
Citation
Source Title
ISSN
Faculty
School
Collection
Abstract
The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cautious positive results in the use of gamification for older people across a range of health areas although more evidence is needed. Gamification has been used as a strategy in COVID-19 related initiatives and there is potential to build on the evidence to further develop gamification initiatives for those living in the Western Pacific region to impact positively on healthy behaviours and health outcomes.
Related items
Showing items related by title, author, creator and subject.
-
White, Becky; Giglia, Roslyn; White, James; Dhaliwal, Satvinder; Burns, Sharyn; Scott, Jane (2019)Background: Mobile technology offers unique opportunities to reach people with health promotion interventions. Breastfeeding is an important public health issue, and fathers are a key support. Milk Man is a father-focused ...
-
Yu, Chuan (2013)Introduction. The child health is one of the most important indicators of population health and the development of society. The health of children in China has improved in the past decades. The child health care system ...
-
Chee, G.; Wynaden, Dianne; Heslop, Karen (2018)© 2018 John Wiley & Sons Ltd What is known on the subject?: This paper addresses an identified gap in the international literatures related to physical health care of young people with first episode psychosis. Previous ...