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THE POTENTIAL AND PITFALLS OF GAMIFICATION TO SUPPORT OLDER ADULTS' ADHERENCE TO HEALTHCARE INTERVENTIONS

机译:社区化的潜力和潜力,以支持老年人对健康干预措施的坚持

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The addition of video game-like elements to non-game activities, known as gamification, holds promise with respect to encouraging engagement with, and adherence to, health behaviors and healthcare interventions. Elements of gamification include the introduction of points systems, leaderboards, achievement badges, stories and themes, rewards, progress tracking, and challenges. However, a lack of enthusiasm for, and experience with, video game play by older adults has important implications for the effectiveness of these techniques across the lifespan. Specifically, the age-related “digital divide” must be considered before applying these approaches to improving the wellbeing, cognition, and health of older adults. This talk will build on the body of research conducted by the Center for Research and Education on Aging and Technology Enhancement (CREATE) focused on gaming and interventions to present best practice guidelines for implementing gamification with older adults.
机译:将类似视频游戏的元素添加到非游戏活动中(称为游戏化),有望鼓励人们参与和遵守健康行为和医疗保健干预措施。游戏化的要素包括引入积分系统,排行榜,成就徽章,故事和主题,奖励,进度跟踪和挑战。但是,老年人对视频游戏的缺乏热情和经验对这些技术在整个生命周期中的有效性具有重要意义。具体来说,在采用这些方法改善老年人的健康,认知和健康之前,必须考虑与年龄有关的“数字鸿沟”。本讲座将以衰老和技术增强研究与教育中心(CREATE)进行的研究为基础,该研究的重点是游戏和干预措施,以提出与老年人进行游戏化的最佳实践指南。

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