Gamification for Older Adults: A Systematic Literature Review

Author:

Koivisto Jonna1ORCID,Malik Aqdas2

Affiliation:

1. Communication Sciences, Faculty of Information Technology and Communication Sciences, Tampere University, Finland

2. Department of Computer Science, Aalto University, Finland

Abstract

Abstract Background and Objectives During past years, gamification has become a major trend in technology, and promising results of its effectiveness have been reported. However, prior research has predominantly focused on examining the effects of gamification among young adults, while other demographic groups such as older adults have received less attention. In this review, we synthesize existing scholarly work on the impact of gamification for older adults. Research Design and Methods A systematic search was conducted using 4 academic databases from inception through January 2019. A rigorous selection process was followed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. Results Twelve empirical peer-reviewed studies written in English, focusing on older adults aged ≥55, including a gameful intervention, and assessing subjective or objective outcomes were identified. Eleven of the 12 studies were conducted in the health domain. Randomized controlled study settings were reported in 8 studies. Positively oriented results were reported in 10 of 12 studies on visual attention rehabilitation, diabetes control, increasing positive emotions for patients with subthreshold depression, cognitive training and memory tests, engagement in training program, perceptions of self-efficacy, motivation and positive emotions of social gameplay conditions, increased physical activity and balancing ability, and increased learning performance and autonomy experiences. The results are, however, mostly weak indications of positive effects. Discussion and Implications Overall, the studies on gameful interventions for older adults suggest that senior users may benefit from gamification and game-based interventions, especially in the health domain. However, due to methodological shortcomings and limited amount of research available, further work in the area is called for.

Funder

Business Finland

Publisher

Oxford University Press (OUP)

Subject

Geriatrics and Gerontology,Gerontology,General Medicine

Reference61 articles.

1. A mixed-methods approach to understanding loneliness and depression in older adults;Barg;The Journals of Gerontology, Series B: Psychological Sciences and Social Sciences,2006

2. Demographic and health related data of users of a mobile application to support drug adherence is associated with usage duration and intensity;Becker;PLoS One,2015

3. “There’s not enough knowledge out there”: Examining older adults’ perceptions of digital technology use and digital inclusion classes;Betts;Journal of Applied Gerontology,2019

4. Motivational effects and age differences of gamification in product advertising;Bittner;Journal of Consumer Marketing,2014

5. The gamification of cognitive training: Older adults’ perceptions of and attitudes toward digital game-based interventions;Boot,2016

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3