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A Gamification Model to Encourage Positive Healthcare Behaviours in Young People with Long Term Conditions

Andrew S. Wilson, Janet E. McDonagh
2014 EAI Endorsed Transactions on Serious Games  
Young people living with long term conditions will eventually have to transfer their care to the adult setting.  ...  This paper focuses on discussing how the application of gamification (using game mechanics in non-game contexts) to these checklists could improve the engagement of young people in managing their self-care  ...  We would like to express our gratitude to the Birmingham Children's Hospital Adolescent Rheumatology Team for their expert advice on both adolescent healthcare and their transitional readiness assessment  ... 
doi:10.4108/sg.1.2.e3 fatcat:2pva55ryvngj3ou3lmy4zvssm4

The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia

Alaa AlMarshedi, Gary B. Wills, Ashok Ranchhod
2015 Procedia Computer Science  
It has been applied to a number of environments including healthcare, and yielded positive results in terms of increasing engagement, motivating people, and changing behaviour.  ...  It incorporates a number of elements that are from the literature, believed to be necessary for the use of gamification in self-management of diabetes to change behaviour or reinforce positive.  ...  Moreover, it has been shown that gamification can be used with behavioural insights to change behaviour in particular in healthcare.  ... 
doi:10.1016/j.procs.2015.08.370 fatcat:uqnft3ebkbeohjhrotqc3g25qe

Caregiverspro-Mmd Project: Customization Guidance Document - First Version

I. Paliokas, K. Votis, K. Glykos, L. Makris, S. Segkouli, D. Tzovaras, C. Barrué, F. Tetard, Rafa De Bofarull, K. Paulson, P. Zafeiridi, E. Wolverson (+6 others)
2017 Zenodo  
This deliverable is the first version of the Customisation Guidance Document (D2.2) which present activities and progress made on gamification (T2.2), personalisation (T2.4) and interface adaptation (T2.5  ...  CMMD gamification platform needs both to motivate people, help them win awards and make teams. People will be encouraged to cooperate with their friends to compete other teams.  ...  Usually young players find it fascinating to challenge their ability to recognize patterns in a messy world, but the same is not true for elderly people.  ... 
doi:10.5281/zenodo.825996 fatcat:pr4zfelngfbgzbor7ebhgooqtm

Gamification for health and wellbeing: A systematic review of the literature

Daniel Johnson, Sebastian Deterding, Kerri-Ann Kuhn, Aleksandra Staneva, Stoyan Stoyanov, Leanne Hides
2016 Internet Interventions  
Acknowledgements Funding for this project was provided by the Young and Well Cooperative Research Centre, the Digital Creativity Labs (, jointly funded by EPSRC/AHRC/InnovateUK  ...  Gamification: a new model?  ...  In contrast to these positive outcomes, Maher et al. (2015) report mixed results: rewards (in combination with leaderboards) led to a short-term (8 week follow-up) increase in moderate to vigorous physical  ... 
doi:10.1016/j.invent.2016.10.002 pmid:30135818 pmcid:PMC6096297 fatcat:xuu2ipnspjhf3hg7rbgx5qdy24

Engaging Teen-agers in the Adoption of Healthy Lifestyles for the Prevention of Obesity and Related Co-morbidities - The Approach of PEGASO

Maria Renata Guarneri, Mauro Brivio, Giuseppe Andreoni, Marco Mazzola
2014 Proceedings of the International Conference on Health Informatics  
Obesity alone accounts for up to 7% of healthcare costs in the EU, as well as wider economy costs associated with lower productivity, lost output and premature death.  ...  Obesity in younger age is an alarming predictor for obesity in adulthood, but also entails short term health complications in juvenile age along with greater risk of social and psychological problems.  ...  PEGASO is part of the cluster of projects in the ICT for health area, it has started in December 2013 and will run for 42 months.  ... 
doi:10.5220/0004938505690576 dblp:conf/biostec/GuarneriBAM14 fatcat:giilzihrlvgrpnxtnzphmopzty

A Personalised Virtual Coach to Counteract Ageing Decline: The H2020 NESTORE Project

Maria Renata Guarneri, Alfonso Mastropietro, Maurizio Caon, Laura Fernandez Maldonado, Francesco Furfari, Giuseppe Andreoni, Giovanna Rizzo
2019 Zenodo  
In this context, the H2020 project NESTORE (Non-intrusive Empowering Solutions and Technologies for Older people to Retain Everyday life activity) will develop an innovative, multidimensional, personalised  ...  Ageing population is growing faster in EU.  ...  The authors wish to thank all the project partners for their contribution to the project. The  ... 
doi:10.5281/zenodo.4530898 fatcat:vhixu3v7vnfzxap7d6irbwzyfu

Cardiovascular Disease Prevention in Adolescents: eHealth, Co-Creation, and Advocacy

Rebecca Raeside, Stephanie Partridge, Anna Singleton, Julie Redfern
2019 Medical Sciences  
The process of co-creating eHealth behaviour change interventions with adolescents is a promising strategy to improve intervention effectiveness and engagement.  ...  There is a need to improve modifiable risk factors during adolescence to prevent progression to CVD in later life.  ...  Firstly, inaction on the issue will result in young people being profoundly affected by CVD in the long-term [51] .  ... 
doi:10.3390/medsci7020034 pmid:30813490 pmcid:PMC6410225 fatcat:q6vz2ly2sbcpfn4qa6fpkpuia4

Exploring avatar roles for motivational effects in gameful environments

Nooralisa M Tuah, Vanissa Wanick, Ashok Ranchhod, Gary B Wills
2017 EAI Endorsed Transactions on Creative Technologies  
This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits.  ...  The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems  ...  Gamification introduces the same purpose of providing a motivational effect and behavioural changes in order to encourage user interaction [8] .  ... 
doi:10.4108/eai.4-9-2017.153055 fatcat:tnosy63bqjfe3isns7tonvrdim

Digital Ecologies of Youth Mental Health: Apps, Therapeutic Publics and Pedagogy as Affective Arrangements

Simone Fullagar, Emma Rich, Jessica Francombe-Webb, Antonio Maturo
2017 Social Sciences  
In this paper, we offer a new conceptual approach to analyzing the interrelations between formal and informal pedagogical sites for learning about youth mental (ill) health with a specific focus on digital  ...  people; and (ii) include digital practices created by young people as they seek to publicly address mental ill health through social media platforms.  ...  To conceptualise learning in this way would be to reify a humanist, behavioural model of learning through which knowledge is simply transmitted between self and society as somehow separate entities.  ... 
doi:10.3390/socsci6040135 fatcat:azheipq3ejauhko7dwfmsn4aq4

Effective uses of social media in public health and medicine: a systematic review of systematic reviews

Dean M Giustini, Syed Mustafa Ali, Matthew Fraser, Maged N Kamel Boulos
2018 Online Journal of Public Health Informatics  
Harms on all groups include the impact of SM on mental health, privacy, confidentiality and information reliability.Conclusions: A range of negatives and positives of SM in public health and medicine are  ...  To perform a synthesis of this literature and create a 'living systematic review'.Results: Forty-two (42) high-quality SRs were examined.  ...  to improve disease-specific clinical outcomes. • Adult patients with long-term conditions. • 9 papers included. • Apps were shown to be somewhat effective in improving outcomes for patients managing their  ... 
doi:10.5210/ojphi.v10i2.8270 pmid:30349633 pmcid:PMC6194097 fatcat:h2mucju3hnbznns7micezpqh7q

Serious Games in a European Policy Context [chapter]

Igor Mayer, Johann C. K. H. Riedel, Jannicke Baalsrud Hauge, Francesco Bellotti, Alessandro de Gloria, Michela Ott, Sobah Abbas Petersen
2013 Lecture Notes in Computer Science  
In European countries, this includes direct funding and grants to specialised centres for research on videogame(e.g.  ...  research programmes and networks (Nordic Games Research Network 111 ) and indirect funding of networks such as the Digital Games Research Association (DiGRA). 112 The European Commission has funded a  ...  Long term sustainable business models are not yet established in the sector.  ... 
doi:10.1007/978-3-642-40790-1_32 fatcat:kfi7sz4jnjez5bpsritp2tcd5i

Using a serious game to promote community-based awareness and prevention of neglected tropical diseases

Saturnino Luz, Masood Masoodian, Raquel Rangel Cesario, Manuel Cesario
2016 Entertainment Computing  
Cesario, Using a serious game to promote community-based awareness and prevention of neglected tropical diseases, Entertainment Computing (2015), doi: http://dx.  ...  If so, would its use change the behaviours of the game users in relation to the living conditions related to the regional ACL's hyper-endemicity?  ...  As part of an ongoing long-term project [6, 7] , we have focused our efforts in a region of Latin America (see Figure 1) , where despite the long-standing endemicity of such sandfly-transmitted diseases  ... 
doi:10.1016/j.entcom.2015.11.001 fatcat:zcjv42hyizh2rj7ufd7ximof4a

Healthy Nations: Behavioural Approaches in Public Health Policy [chapter]

Jessica Pykett
2018 Behavioural Policies for Health Promotion and Disease Prevention  
In this position, Sunstein (2011) encouraged government agencies to incorporate behavioural insights into their policies, and a Social and Behavioural Sciences Team (SBST) was established in 2014 -re-instating  ...  This is part of a long-term move towards health promotion and addressing the behaviour of the citizen as a matter of consumer choice.  ... 
doi:10.1007/978-3-319-98316-5_4 fatcat:w76c32ahbvb4xhxwbz3qy336se

Promoting Sustainable Mobility: To What Extent Is "Health" Considered by Mobility App Studies? A Review and a Conceptual Framework

Heike Marquart, Julia Schuppan
2021 Sustainability  
We propose a conceptual framework based on protection motivation theory to include health in mobility apps for sustainable mobility behavior change.  ...  Promoting cycling and walking in cities improves individual health and wellbeing and, together with public transport, promotes societal sustainability patterns.  ...  changes in mobility behavior measurable; long-term behavioral change prevented by habits and social conditions Table 1 . 1 Cont.  ... 
doi:10.3390/su14010047 fatcat:svobjkfetrfvfh77qi7onjocm4

Supporting Self-Care of Adolescents with Nut Allergy Through Video and Mobile Educational Tools

Neil Davidson, John Vines, Tom Bartindale, Selina Sutton, David Green, Rob Comber, Madeline Balaam, Patrick Olivier, Gillian Vance
2017 Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17  
Adolescents living with anaphylaxis risk often lack the knowledge and skills required to safely manage their condition or talk to friends about it.  ...  Anaphylaxis is a life-threatening allergic reaction which is rapid in onset.  ...  Selfmanagement behaviours for long-term conditions are largely initiated during adolescence [58] .  ... 
doi:10.1145/3025453.3025680 dblp:conf/chi/DavidsonVBSGCBO17 fatcat:jyphldb4xvge7mzkyrjt7jnf4i
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