Game not over: Explaining older adults' use and intention to continue using a gamified eHealth service

Game not over: Explaining older adults' use and intention to continue using a gamified eHealth service

Category:
User Experience

Net4Age Ontology Terms:
acceptance , design , healthcare , participation , patient , technology

Description:

Thorough investigation of the reasons to use (or not) a gamified eHealth service by 55 adults

Overview: 
Using gamification to improve patient engagement in eHealth. Despite the literature present, not much motivation emerged from the participants to continue using the eHealth platform

Objectives: 
Understanding whether gamifying the eCare process could avoid drop-outs or less use of the medium

Initiatives: 
The research aims to find alternatives to offer the elderly an effective use of technology
Shortcomings: 
It does not achieve its objective, probably due to flaws in the design of the project
Relevance: 
2
Relevance Description: 
It can be a good cue to find ways to bring the elderly closer to technology, proposing challenging care paths that actively involve them
Quality: 
2
Opinion: 
The gamification of activities is not always the most effective way to bring a subject closer to technology. It may be a more useful criterion for younger people but the elderly may find other approaches more engaging
Overlap: 
No
Overlap Detail: 
Sources: 
https://journals.sagepub.com/doi/pdf/10.1177/14604582221106008
Keywords: 
Gamified eHealth service - Gamification - Older adults
Email: 
ef.pillitteri@outlook.com