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Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease
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- Berglund, Aseel, 1973- (author)
- Linköpings universitet,Programvara och system,Tekniska fakulteten
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- Jaarsma, Tiny (author)
- Linköpings universitet,Avdelningen för omvårdnad och reproduktiv hälsa,Medicinska fakulteten
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- Berglund, Erik (author)
- Linköpings universitet,Interaktiva och kognitiva system,Tekniska fakulteten
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- Strömberg, Anna (author)
- Linköpings universitet,Avdelningen för omvårdnad och reproduktiv hälsa,Medicinska fakulteten,Region Östergötland, Kardiologiska kliniken US
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- Klompstra, Leonie (author)
- Linköpings universitet,Avdelningen för omvårdnad och reproduktiv hälsa,Medicinska fakulteten
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(creator_code:org_t)
- 2022-06-16
- English.
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In: European Journal of Cardiovascular Nursing. - : Oxford University Press. - 1474-5151 .- 1873-1953. ; 21:6, s. 630-638
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https://liu.diva-por... (primary) (Raw object)
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https://urn.kb.se/re...
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https://doi.org/10.1...
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Abstract
Subject headings
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- Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we describe: the conceptualization of gamification, the five gamification principles for gamified digital health programmes or applications, the six most common game elements used to impact health behaviour applied in gamified digital health interventions and finally scientifically validated instruments to use for assessment of gamification in terms of self-reported psychological outcomes.
Subject headings
- MEDICIN OCH HÄLSOVETENSKAP -- Hälsovetenskap -- Folkhälsovetenskap, global hälsa, socialmedicin och epidemiologi (hsv//swe)
- MEDICAL AND HEALTH SCIENCES -- Health Sciences -- Public Health, Global Health, Social Medicine and Epidemiology (hsv//eng)
Keyword
- Research methods; Gamification; Serious gaming; Exergaming; Nursing research; Health research
Publication and Content Type
- ref (subject category)
- art (subject category)
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