Gamification to Promote the Engagement in Healtcare and Wellness of Patients Under Therapeutic Care: Gamification and Healthcare

Gamification to Promote the Engagement in Healtcare and Wellness of Patients Under Therapeutic Care: Gamification and Healthcare

Surendra Prasad Mishra, Dinkar Kulshreshtha, Anoop Kumar Srivastava, Ajeet Kumar Gandhi, Madhup Rastogi
Copyright: © 2019 |Pages: 26
DOI: 10.4018/978-1-5225-6064-7.ch015
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The evolution of gaming in healthcare promotion evolved concurrently with the ascendance of computing technology, smart phones, facilitated by video-based 3D technology and virtual reality in the mid-eighties and nineties. Health and wellness in the twenty-first century is interlinked with the wealth of the nation and individuals and its traditional definition of physical, psychological, spiritual, social, and financial optima has seen new paradigms. The gaming technology has found groundbreaking applications in many diagnostic and therapeutic modalities to modulate the behavioral changes, simulation of virtual reality, and passage to recovery through neurologically engaging the cognitive functions with the stimuli produced. Physiological symptoms and life-threatening disorders which may caused be faced by viral inflictions (HIV, Hepatitis C, etc.) and type 2 diabetes could today be significantly managed by gaming technologies for psychosomatic management.
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Advent of smartphones have seen the spurt in gaming technology and its utilization by all age groups, genders and classes. It has found more appealing to children and adolescent but youths and elderly too have a liking to it. It is played for entertainment, simulations of adventure, Brooks et al. (2016) and for recreation, Li and Foo (2014). It has been reported by many researchers that over 40% of the United States population is engrossed in computer games for 3 or more hours per week in 2015, Fleming et al. (2014). The games have various designs and have variety of end processes with multiplicity of dimensions, goals, interaction and involved technologies. The variations in gaming have evolved from some very simple key board games inbuilt in computer to sophisticated software based with artificial intelligence. Over the years new spectrums have been added in gaming arena which are designed for variety of applications such as to enhance concentration, (Formagini, 2017), improve memory, enhance information, Fleming et al. (2014) and provide orientations for learning the deeper aspect of the subject, Eagger (1992). Some games are designed to influence the cognitive ability and inculcate innovative methods for problem solving, enhance analytical abilities and modulate behavioral change, Connolly (2012). The past few decades have seen rapid strides in development of gamification industry which has embarked on developing serious games capable of medical interventions. It is generally believed that gaming portals have something new to share about health and educational issues. The gaming interventions have ramifications in societal areas to improve the outcome of a course of medical interventions, Andrews (2011). The reach of interventional games have been converted in gamification which have been incubated from simple computer key board based games to operate on smartphones with ability to provide counseling and coaching in physiotherapy. However, the various types of games which have reached to market have attempts to influence the thought process in a delicate manner. These are mostly harping on gamification with simulated inputs to make the individual user orient the thought process in a particular direction. Serious games which have potential applications in health care are tuned to utilize gaming as a central and primary medium by providing virtual reality and stimuli of desired quantity and quality, Andrews (2011). In contrast, gamification refers to the addition of game elements to modification of desired thought patterns and creates positive vibrations in non-game contexts, Dondlinger (2007). A gamified intervention may not operate as a full game experience but contains gaming elements, such as the scoring of points, in-game rewards, or engaging in quests and desire to be the best winner. The gamification has found application in healthcare intervention from some time. However, game-based approaches for mental health are in their embryonic stage.The modern gaming technology is one of the most interactive, attractive and entertaining tools by its ability to simulate the virtual reality. These gaming tools are designed to empower a patient with self-promotional ability to behavioral change inducing healthy life style habits. The modern gaming patterns are based on real clinical experiences which have developed with rigorous research and trails in clinics. Hence this can improve self-management and also provide virtual information about progression of both curative and palliative care with improve in the quality of life. It empowers the patient to see for itself the progression of recovery and quality of life thereafter. This adds an element of display of real time recovery and consequences in benefit of medical management. The initial sock of patient on input about fetal diseases are mostly from disbelieve to rejection to I may not be a victim. Diagnosis of some of the diseases especially cancer, cardiac, neurological and renal related ailments, HIV, hepatitis and HPV infections have connotations of unpleasant and unbelievable physiological shock. The narration by physician and counseling often leaves an information deficit and patient is keen to learn either no or has the fear of the consequences. The gamification not only provide factual information but creates a behavioral acclimatization and introduces the difficult medical procedure and outcome in a virtual reality format for better preparatory response to the shock. It’s possible outcome and passage to recovery through virtual environment by neurologically engaging the cognitive ability and stimuli produced by the gaming gives enormous soothing. It is therefore pertinent to mention that the designing of the game could be persuasive which can encourage deeper understanding of physiological pattern of the body and thus can create a virtual reality for assimilation of the scenario to face the challenge upfront. The gaming can introduce the medical events leading to several chronic ailments viz renal failure, cardiac ailments, depression, pediatric sickness and viral manifestation and some very simple and common methods of recovery with high self believe. Evolution in gaming has profound effect on management of these serious ailments, Read (2011). It not only supplements the information given by physician but adds to understanding of patients. It also enables to facilitate the repetitive session in virtual scenario.

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