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
Recommended:
No
Overlap:
No
Overlap Detail:
Sources:
https://journals.sagepub.com/doi/pdf/10.1177/14604582221106008
Keywords:
Gamified eHealth service - Gamification - Older adults
Submitted By:
Miriam Cabrita
Email:
ef.pillitteri@outlook.com