Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion

Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion

Helena Martins, Artemisa Dores
ISBN13: 9781668475898|ISBN10: 1668475898|EISBN13: 9781668475904
DOI: 10.4018/978-1-6684-7589-8.ch005
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MLA

Martins, Helena, and Artemisa Dores. "Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion." Research Anthology on Game Design, Development, Usage, and Social Impact, edited by Information Resources Management Association, IGI Global, 2023, pp. 84-104. https://doi.org/10.4018/978-1-6684-7589-8.ch005

APA

Martins, H. & Dores, A. (2023). Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion. In I. Management Association (Ed.), Research Anthology on Game Design, Development, Usage, and Social Impact (pp. 84-104). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch005

Chicago

Martins, Helena, and Artemisa Dores. "Fun and Games: How to Actually Create a Gamified Approach to Health Education and Promotion." In Research Anthology on Game Design, Development, Usage, and Social Impact, edited by Information Resources Management Association, 84-104. Hershey, PA: IGI Global, 2023. https://doi.org/10.4018/978-1-6684-7589-8.ch005

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Abstract

Gamification is a relatively new approach that allows the use of videogame design techniques in contexts that are originally not game related, including for the promotion and education of health outcomes. Gamification has been used in many contexts, but healthcare practices, which include often boring, frustrating, or painful tasks, can especially benefit from the fun enjoyable games people play for entertainment purposes. Games can be helpful both promoting an increase in health knowledge and behaviors, as well as the positive emotions elicited by health-related contents and behaviors. This chapter begins by discussing the concept of gamification, the gamification toolbox, and gamer taxonomies and the different uses of gamification and game-based approaches in the healthcare context are explored, to figure out what the key success elements are and why this promising approach has yet to achieve its wide-spread potential use.

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