Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19
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 cauti...
| Main Authors: | , , |
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| Format: | Journal Article |
| Published: |
2022
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| Online Access: | http://hdl.handle.net/20.500.11937/89081 |
| _version_ | 1848765155214622720 |
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| author | White, Becky Martin, Annegret White, James |
| author_facet | White, Becky Martin, Annegret White, James |
| author_sort | White, Becky |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T11:30:45Z |
| format | Journal Article |
| id | curtin-20.500.11937-89081 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T11:30:45Z |
| publishDate | 2022 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-890812022-08-19T07:54:42Z Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 White, Becky Martin, Annegret White, James 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. 2022 Journal Article http://hdl.handle.net/20.500.11937/89081 10.1016/j.lanwpc.2022.100528 http://creativecommons.org/licenses/by-nc-nd/4.0/ fulltext |
| spellingShingle | White, Becky Martin, Annegret White, James Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
| title | Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
| title_full | Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
| title_fullStr | Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
| title_full_unstemmed | Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
| title_short | Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19 |
| title_sort | gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of covid-19 |
| url | http://hdl.handle.net/20.500.11937/89081 |