Published on in Vol 3, No 2 (2015): Jul-Dec

Engaging Elderly People in Telemedicine Through Gamification

Engaging Elderly People in Telemedicine Through Gamification

Engaging Elderly People in Telemedicine Through Gamification

Journals

  1. Khalili-Mahani N, De Schutter B, Mirgholami M, Holowka E, Goodine R, DeJong S, McGaw R, Meyer S, Sawchuk K. For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults. The Computer Games Journal 2020;9(2):221 View
  2. AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14 View
  3. Bartlett Y, Webb T, Hawley M. Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences. Journal of Medical Internet Research 2017;19(4):e124 View
  4. AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12 View
  5. Mugueta-Aguinaga I, Garcia-Zapirain B. FRED: Exergame to Prevent Dependence and Functional Deterioration Associated with Ageing. A Pilot Three-Week Randomized Controlled Clinical Trial. International Journal of Environmental Research and Public Health 2017;14(12):1439 View
  6. Stoecker W, Carson A, Nguyen V, Willis A, Cole J, Rader R. Addressing the Crisis in the Treatment of Osteoporosis: Better Paths Forward. Journal of Bone and Mineral Research 2017;32(6):1386 View
  7. Philips B, Smits C, Govaerts P, Doorn I, Vanpoucke F. Empowering Senior Cochlear Implant Users at Home via a Tablet Computer Application. American Journal of Audiology 2018;27(3S):417 View
  8. Fornasini S, Dianti M, Bacchiega A, Forti S, Conforti D. Using Geocaching to Promote Active Aging: Qualitative Study. Journal of Medical Internet Research 2020;22(6):e15339 View
  9. Santos J, Vairinhos M, Jesus L. Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype. JMIR Serious Games 2019;7(4):e13861 View
  10. Martinho D, Carneiro J, Corchado J, Marreiros G. A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review 2020;53(7):4863 View
  11. Khalili-Mahani N, De Schutter B. Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. JMIR Serious Games 2019;7(2):e13303 View
  12. Tabak M, de Vette F, van Dijk H, Vollenbroek-Hutten M. A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life. Games for Health Journal 2020;9(3):215 View
  13. Minge M, Cymek D. Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information 2020;11(5):249 View
  14. Laine T, Lindberg R. Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Transactions on Learning Technologies 2020;13(4):804 View
  15. Stenov V, Lindgreen P, Willaing I, Basballe H, Joensen L. Testing an analogue game to promote peer support and person‐centredness in education for people with diabetes: A realist evaluation. Nursing Open 2021;8(5):2536 View
  16. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  17. Krath J, Schürmann L, von Korflesch H. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 2021;125:106963 View
  18. Gan D, McGillivray L, Larsen M, Torok M. Promoting engagement with self‐guided digital therapeutics for mental health: Insights from a cross‐sectional survey of end‐users. Journal of Clinical Psychology 2023;79(5):1386 View
  19. Ciuchita R, Heller J, Köcher S, Köcher S, Leclercq T, Sidaoui K, Stead S. It is Really Not a Game: An Integrative Review of Gamification for Service Research. Journal of Service Research 2023;26(1):3 View
  20. Lee J, Abdul Aziz A, Chan S, Raja Abdul Sahrizan R, Ooi A, Teh Y, Iqbal U, Ismail N, Yang A, Yang J, Teh D, Lim L. Effects of mobile health interventions on health‐related outcomes in older adults with type 2 diabetes: A systematic review and meta‐analysis. Journal of Diabetes 2023;15(1):47 View
  21. Gil-Aciron L. The gamer psychology: a psychological perspective on game design and gamification. Interactive Learning Environments 2024;32(1):183 View
  22. Pool J, Akhlaghpour S, Fatehi F, Gray L. Data privacy concerns and use of telehealth in the aged care context: An integrative review and research agenda. International Journal of Medical Informatics 2022;160:104707 View
  23. Ahmed B, Putra H, Kim S, Im C. Symmetrical Hardware-Software Design for Improving Physical Activity with a Gamified Music Step Sensor Box. Electronics 2023;12(2):368 View
  24. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  25. Kirchner-Krath J, Altmeyer M, Schürmann L, Kordyaka B, Morschheuser B, Klock A, Nacke L, Hamari J, von Korflesch H. Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design. International Journal of Human-Computer Studies 2024;190:103314 View

Books/Policy Documents

  1. O’Caoimh R, Molloy D, Fitzgerald C, Van Velsen L, Cabrita M, Nassabi M, de Vette F, van Weering M, Jansen-Kosterink S, Kenter W, Frazer S, Rauter A, Turkman A, Antunes M, Turkman F, Silva M, Martins A, Costa H, Albuquerque T, Ferreira A, Scherillo M, De Luca V, Abete P, Colao A, García-Rudolph A, Sanchez-Carrion R, Sánchez J, Gomez Aguilera E, Illario M, Hermens H, Vollenbroek-Hutten M. Information and Communication Technologies for Ageing Well and e-Health. View
  2. de Franca A, dos Santos Safanelli A, Eyng L, Oliveira R, Ulbricht V, Villarouco V. Information Technology and Systems. View
  3. Jansen-Kosterink S, Bulthuis R, ter Stal S, van Velsen L, Pnevmatikakis A, Kyriazakos S, Pomazanskyi A, op den Akker H. Information and Communication Technologies for Ageing Well and e-Health. View
  4. Kyritsis A, Nuss J, Holding L, Rogers P, O’Connor M, Kostopoulos P, Suffield M, Deriaz M, Konstantas D. Computers Helping People with Special Needs. View
  5. Koca G, Eğilmez Ö. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  6. Krath J, von Korflesch H. HCI in Games: Experience Design and Game Mechanics. View
  7. Illario M, De Luca V, Roller-Wirnsberger R. Integrated Care and Fall Prevention in Active and Healthy Aging. View