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dc.contributor.authorWhite, Becky
dc.contributor.authorMartin, Annegret
dc.contributor.authorWhite, James
dc.date.accessioned2022-07-30T23:40:59Z
dc.date.available2022-07-30T23:40:59Z
dc.date.issued2022
dc.identifier.citationWhite, B. and Martin, A. and White, J. 2022. Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health – Western Pacific. 100528.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/89081
dc.identifier.doi10.1016/j.lanwpc.2022.100528
dc.description.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.

dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.titleGamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19
dc.typeJournal Article
dcterms.source.issn2666-6065
dcterms.source.titleThe Lancet Regional Health – Western Pacific
dc.date.updated2022-07-30T23:40:58Z
curtin.departmentCurtin School of Population Health
curtin.accessStatusOpen access
curtin.facultyFaculty of Health Sciences
curtin.contributor.orcidWhite, Becky [0000-0003-3234-1742]
dcterms.source.eissn2666-6065


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