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Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour

Cilt: 5 Sayı: 2 30 Eylül 2022
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Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour

Öz

Technology plays a vital role in the healthcare industry. Consequently, digital healthcare is gaining momentum, which brings forth the usage of gamification for predictive/preventive care, diagnosis, therapy and palliative care for patients and non-patients. Gamification is also applied for educational purposes, patient monitoring, medical adherence and professional training in the health sector. Digital health games promise to address a broad audience with quick and easy accessibility but are not competent enough to ensure users' long-term motivation and engagement. This paper focuses on the classification of digital health games, their implementation areas, the strategies and factors that contribute to successful digital health games and their effects on health behaviour change.

Anahtar Kelimeler

Kaynakça

  1. Brauner, P., Calero Valdez, A., Schroeder, U., & Ziefle, M. (2013). Increase physical fitness and create health awareness through exergames and gamification: The role of individual factors, motivation and acceptance. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lektöre Notes in Bioinformatics), 7946 LNCS, 349–362.
  2. Charikleia, P., Antoniou, P., Batsiou, S., Bebetsos, E., & Lymnioudis, A. (2011, October). Exploring the Benefits of Digital Interactive Games on People's Health. In European Conference on Games Based Learning (p. 750). Academic Conferences International Limited.
  3. Capgemini. (2018). Digital Health Transforming Healthcare. https://www.capgemini.com/be-en/wp-content/uploads/sites/17/2018/10/Digital-health-final-paper-22.10.pdf
  4. Centers for Disease Control and Prevention. (2022, June 6). Health and Economic Costs of Chronic Diseases. Centers for Disease Control and Prevention. Retrieved July 8, 2022, from https://www.cdc.gov/chronicdisease/about/costs/index.htm#:~:text=Nothing Chen, Y., & Pu, P. (2014). HealthyTogether: Exploring social incentives for mobile fitness applications. ACM International Conference Proceeding Series, 25–34.
  5. Christie, B., and Trout, J. (2007). Rather than contribute to a sedentary lifestyle, these games demand activity from the players. Interactive Video Games in Physical Education, 78(5), 29–45.
  6. Cugelman, B. (2013). Gamification: What it is and why it matters to Digital Health Behavior Change Developers. JMIR Serious Games, 1(1). https://doi.org/10.2196/games.3139
  7. Deloitte. (2016). Boosting Patient Empowerment and Motivational Pull Achieving the Next Level in a Gamified Health Environment. In Monitor Deloitte (Issue 02). Retrieved July 7, 2022, from https://www2.deloitte.com/global/en/pages/strategy-operations/monitor-deloitte/topic/monitor-deloitte.html
  8. Esposito, N., 2005. A short and simple definition of what a videogame is. Available from http:// www.utc.fr/~nesposit/publications/esposito2005definition.pdf.

Ayrıntılar

Birincil Dil

İngilizce

Konular

İşletme

Bölüm

Derleme

Yayımlanma Tarihi

30 Eylül 2022

Gönderilme Tarihi

26 Ağustos 2022

Kabul Tarihi

21 Eylül 2022

Yayımlandığı Sayı

Yıl 2022 Cilt: 5 Sayı: 2

Kaynak Göster

APA
Kaçak, H. (2022). Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour. Stratejik Yönetim Araştırmaları Dergisi, 5(2), 196-210. https://doi.org/10.54993/syad.1167217
AMA
1.Kaçak H. Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour. SYAD. 2022;5(2):196-210. doi:10.54993/syad.1167217
Chicago
Kaçak, Hakan. 2022. “Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour”. Stratejik Yönetim Araştırmaları Dergisi 5 (2): 196-210. https://doi.org/10.54993/syad.1167217.
EndNote
Kaçak H (01 Eylül 2022) Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour. Stratejik Yönetim Araştırmaları Dergisi 5 2 196–210.
IEEE
[1]H. Kaçak, “Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour”, SYAD, c. 5, sy 2, ss. 196–210, Eyl. 2022, doi: 10.54993/syad.1167217.
ISNAD
Kaçak, Hakan. “Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour”. Stratejik Yönetim Araştırmaları Dergisi 5/2 (01 Eylül 2022): 196-210. https://doi.org/10.54993/syad.1167217.
JAMA
1.Kaçak H. Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour. SYAD. 2022;5:196–210.
MLA
Kaçak, Hakan. “Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour”. Stratejik Yönetim Araştırmaları Dergisi, c. 5, sy 2, Eylül 2022, ss. 196-10, doi:10.54993/syad.1167217.
Vancouver
1.Hakan Kaçak. Using Digital Games as a Strategic Tool to Reinforce Positive Health Behaviour. SYAD. 01 Eylül 2022;5(2):196-210. doi:10.54993/syad.1167217

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