2023
DOI: 10.1016/j.lanwpc.2022.100528
|View full text |Cite
|
Sign up to set email alerts
|

Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

1
6
0
2

Year Published

2023
2023
2024
2024

Publication Types

Select...
5
1
1
1

Relationship

0
8

Authors

Journals

citations
Cited by 18 publications
(14 citation statements)
references
References 41 publications
(55 reference statements)
1
6
0
2
Order By: Relevance
“…Indeed, we found that intervention effectiveness was moderated by the age of the individual and that gamification was more efficient among older individuals, compared to younger ones. Whether in a global way the literature on gamification shows cautiously positive results in the use of gamification for older people, 31 the present results are in line with a previous study 32 which found that older users had a greater degree of use of the gamification features. The authors proposed the explanation that older adults pay generally more attention to their health and thus have a stronger intention to engage in a health program.…”
Section: Discussionsupporting
confidence: 92%
“…Indeed, we found that intervention effectiveness was moderated by the age of the individual and that gamification was more efficient among older individuals, compared to younger ones. Whether in a global way the literature on gamification shows cautiously positive results in the use of gamification for older people, 31 the present results are in line with a previous study 32 which found that older users had a greater degree of use of the gamification features. The authors proposed the explanation that older adults pay generally more attention to their health and thus have a stronger intention to engage in a health program.…”
Section: Discussionsupporting
confidence: 92%
“…Existem atualmente, diversos estudos que se referem à utilização do jogo em diferentes construtos da saúde dos idosos, que influenciam e incluem as componentes física e cognitiva. De modo genérico, a utilização do jogo e componentes de jogo (gamificação), com idosos, têm demonstrado o seu benefício ao nível da capacidade funcional, risco de queda e declínio cognitivo (GAUTHIER et al, 2019;KOIVISTO;MALIK, 2021;WHITE;MARTIN;WHITE, 2022). Existe ainda demonstração especifica de utilizações analógicas, sob a forma de "jogo de tabuleiro", com evidência de vantagens e benefícios (CESARI et al, 2005;DUTRA;CABRAL;CARVALHO, 2016;FITZGERALD;RATCLIFFE, 2020;GAUTHIER et al, 2019;KOIVISTO;MALIK, 2021;NODA;SHIROTSUKI;NAKAO, 2019;ROSA et al, 2017;SOUSA;BERNARDO, 2019;WHITE;MARTIN;WHITE, 2022).…”
Section: Potencial Do Jogo Sério Em Diferentes Componentes De Saúde R...unclassified
“…De modo genérico, a utilização do jogo e componentes de jogo (gamificação), com idosos, têm demonstrado o seu benefício ao nível da capacidade funcional, risco de queda e declínio cognitivo (GAUTHIER et al, 2019;KOIVISTO;MALIK, 2021;WHITE;MARTIN;WHITE, 2022). Existe ainda demonstração especifica de utilizações analógicas, sob a forma de "jogo de tabuleiro", com evidência de vantagens e benefícios (CESARI et al, 2005;DUTRA;CABRAL;CARVALHO, 2016;FITZGERALD;RATCLIFFE, 2020;GAUTHIER et al, 2019;KOIVISTO;MALIK, 2021;NODA;SHIROTSUKI;NAKAO, 2019;ROSA et al, 2017;SOUSA;BERNARDO, 2019;WHITE;MARTIN;WHITE, 2022). Especificamente, em relação ao risco de queda, quando comparada com intervenção convencional, utilizando exercício, a utilização do jogo sob o formato de "exergame" demonstra mais redução no risco de queda (SMD=−0.29, 95% CI − 0.51 to − 0.07, P = 0.009, I2 = 2%) e mais ganhos no equilíbrio dinâmico (SMD = − 0.19, 95% CI − 0.35 to − 0.03, P = 0.02, I2 = 0%) subentendendo-se que a intervenção com "jogo externo" é uma estratégia promissora na melhoria do equilíbrio dinâmico, controlo postural e redução de risco de quedas e de quedas, em idosos saudáveis (CHEN et al, 2021).…”
Section: Potencial Do Jogo Sério Em Diferentes Componentes De Saúde R...unclassified
“…There is increasing interest in ’play’ as a strategy, research approach, and method to engage and motivate people to think about ageing differently [ 11 , 12 , 13 ]. The approach of utilising ‘serious games’, which employs gaming-type methods both online and in person, is designed to encourage, motivate, and change perspectives on serious topics such as ageing.…”
Section: Introductionmentioning
confidence: 99%