The use of technology to track and reflect on one’s own health metrics such as vitals, movement and specific health behaviors.
Published in Chapter:
The Promise of Gamification in Addressing Health Challenges of the Modern World
Taiki Nishihara (University of California – Berkeley, USA), Yagana Parwak (University of California – Berkeley, USA & University of California – San Francisco, USA), Eghosa Edogun (University of California – Santa Cruz, USA), Gia Park (University of California – Berkeley, USA), and Scott Lee (University of California – Berkeley, USA)
Copyright: © 2020
|Pages: 9
DOI: 10.4018/978-1-7998-0047-7.ch006
Abstract
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.