| Literature DB >> 35815240 |
Becky K White1,2, Annegret Martin1, James White1.
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.Entities:
Keywords: COVID-19; Digital inclusion; Gamification; Health promotion; Older adults; WPR, Western Pacific Region; Western Pacific
Year: 2022 PMID: 35815240 PMCID: PMC9257427 DOI: 10.1016/j.lanwpc.2022.100528
Source DB: PubMed Journal: Lancet Reg Health West Pac ISSN: 2666-6065