scholarly journals Mapping and Taking Stock of the Personal Informatics Literature

Author(s):  
Daniel A. Epstein ◽  
Clara Caldeira ◽  
Mayara Costa Figueiredo ◽  
Xi Lu ◽  
Lucas M. Silva ◽  
...  
Keyword(s):  
Author(s):  
Chia-Fang Chung ◽  
Kristin Dew ◽  
Allison Cole ◽  
Jasmine Zia ◽  
James Fogarty ◽  
...  
Keyword(s):  

Author(s):  
Taiki Nishihara ◽  
Yagana Parwak ◽  
Eghosa Edogun ◽  
Gia Park ◽  
Scott Lee

This chapter explores gamification and its potential to address leading health and healthcare issues, to promote healthy behaviors and empower patients to take charge of their own health. It discusses some of the key advantages of gamification over past iterations of technology-based behavioral health interventions, including personal informatics and serious games. The advantages discussed in this chapter include: 1) a greater emphasis on the promotion of intrinsic motivation through quality, intentional game design; 2) broader accessibility to patients through mobile technology and advancing sensor systems; and 3) broader applicability to tackle a variety of health challenges. This chapter is useful for those hoping to gain a deeper understanding of the promise that drives the excitement in gamification as a method for addressing the health challenges of the modern world, as well as the work that is still required to fulfill that promise.


Author(s):  
Elizabeth L. Murnane ◽  
Jaime Snyder ◽  
Stephen Voida ◽  
Matthew J. Bietz ◽  
Mark Matthews ◽  
...  

2015 ◽  
Vol 31 (6) ◽  
pp. 518-557 ◽  
Author(s):  
Chris Elsden ◽  
David S. Kirk ◽  
Abigail C. Durrant
Keyword(s):  

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