2022
DOI: 10.1016/j.imu.2022.100974
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Gaming elements, applications, and challenges of gamification in healthcare

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Cited by 25 publications
(13 citation statements)
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“…Our review includes a larger number of articles (118 articles, as of June 2020) than previous reviews conducted by Brown et al (2016) in mental health (61 articles), D. Johnson et al (2016) in health and wellbeing (19 articles), Sardi et al (2017a) The most recent and general is the review by Al-Rayes et al (2022) on gamification in healthcare. However, their review, unlike ours, only focuses on three aspects: which are the most employed elements, the main areas of application and the challenges it represents.…”
Section: Discussionmentioning
confidence: 99%
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“…Our review includes a larger number of articles (118 articles, as of June 2020) than previous reviews conducted by Brown et al (2016) in mental health (61 articles), D. Johnson et al (2016) in health and wellbeing (19 articles), Sardi et al (2017a) The most recent and general is the review by Al-Rayes et al (2022) on gamification in healthcare. However, their review, unlike ours, only focuses on three aspects: which are the most employed elements, the main areas of application and the challenges it represents.…”
Section: Discussionmentioning
confidence: 99%
“…The most recent and general is the review by Al-Rayes et al (2022) on gamification in healthcare. However, their review, unlike ours, only focuses on three aspects: which are the most employed elements, the main areas of application and the challenges it represents.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Previous researchers have found that gamification element brings a lot of positive impact on user engagement due to similar excitement in playing games [21]. Gamification has the potential to boost players' motivation, engagement with the games, and learning experiences, according to data from existing studies [1]. It is a way to motivate users to constantly use an application, sometimes in the long term, as the user sees the benefit in terms of rewards.…”
Section: Introductionmentioning
confidence: 99%
“…[ 48 ] It has also been emphasized that patient compliance may be increased by engagement and education. [ 21 ] Although conclusive data on its effectiveness is still scarce, the use of interactive tools such as gamification and loyalty‐style incentives is already being investigated in many healthcare settings, [ 49,50 ] and it is reasonable to assume that SCT devices could use smart sensors and a wireless interface to engage with the patient in a similar manner.…”
Section: Introductionmentioning
confidence: 99%