Literature DB >> 32530026

Gamification for Older Adults: A Systematic Literature Review.

Jonna Koivisto1, Aqdas Malik2.   

Abstract

BACKGROUND AND OBJECTIVES: During past years, gamification has become a major trend in technology, and promising results of its effectiveness have been reported. However, prior research has predominantly focused on examining the effects of gamification among young adults, while other demographic groups such as older adults have received less attention. In this review, we synthesize existing scholarly work on the impact of gamification for older adults. RESEARCH DESIGN AND METHODS: A systematic search was conducted using 4 academic databases from inception through January 2019. A rigorous selection process was followed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines.
RESULTS: Twelve empirical peer-reviewed studies written in English, focusing on older adults aged ≥55, including a gameful intervention, and assessing subjective or objective outcomes were identified. Eleven of the 12 studies were conducted in the health domain. Randomized controlled study settings were reported in 8 studies. Positively oriented results were reported in 10 of 12 studies on visual attention rehabilitation, diabetes control, increasing positive emotions for patients with subthreshold depression, cognitive training and memory tests, engagement in training program, perceptions of self-efficacy, motivation and positive emotions of social gameplay conditions, increased physical activity and balancing ability, and increased learning performance and autonomy experiences. The results are, however, mostly weak indications of positive effects. DISCUSSION AND IMPLICATIONS: Overall, the studies on gameful interventions for older adults suggest that senior users may benefit from gamification and game-based interventions, especially in the health domain. However, due to methodological shortcomings and limited amount of research available, further work in the area is called for.
© The Author(s) 2020. Published by Oxford University Press on behalf of The Gerontological Society of America.

Entities:  

Keywords:  Analysis—literature review; Games; Information technology; Social media/networks

Year:  2020        PMID: 32530026     DOI: 10.1093/geront/gnaa047

Source DB:  PubMed          Journal:  Gerontologist        ISSN: 0016-9013


  4 in total

Review 1.  Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19.

Authors:  Becky K White; Annegret Martin; James White
Journal:  Lancet Reg Health West Pac       Date:  2022-07-06

2.  Game Changer: Is Palliative Care Ready for Games?

Authors:  Desiree R Azizoddin; Teresa H Thomas
Journal:  JCO Clin Cancer Inform       Date:  2022-03

3.  Satisfied or Frustrated? A Qualitative Analysis of Need Satisfying and Need Frustrating Experiences of Engaging With Digital Health Technology in Chronic Care.

Authors:  Carolina Wannheden; Terese Stenfors; Andreas Stenling; Ulrica von Thiele Schwarz
Journal:  Front Public Health       Date:  2021-01-26

4.  How can the utilisation of help for mental disorders be improved? A quasi-experimental online study on the changeability of stigmatising attitudes and intermediate variables in the process of utilisation.

Authors:  Thomas McLaren; Lina-Jolien Peter; Samuel Tomczyk; Holger Muehlan; Susanne Stolzenburg; Georg Schomerus; Silke Schmidt
Journal:  BMC Public Health       Date:  2021-11-19       Impact factor: 3.295

  4 in total

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