University of Twente, Faculty of Electrical Engineering, Mathematics and Computer Science, Biomedical Signals and Systems, Telemedicine group, Enschede, Netherlands.
JMIR Serious Games. 2015 Dec 18;3(2):e9. doi: 10.2196/games.4561.
Telemedicine can alleviate the increasing demand for elderly care caused by the rapidly aging population. However, user adherence to technology in telemedicine interventions is low and decreases over time. Therefore, there is a need for methods to increase adherence, specifically of the elderly user. A strategy that has recently emerged to address this problem is gamification. It is the application of game elements to nongame fields to motivate and increase user activity and retention.
This research aims to (1) provide an overview of existing theoretical frameworks for gamification and explore methods that specifically target the elderly user and (2) explore user classification theories for tailoring game content to the elderly user. This knowledge will provide a foundation for creating a new framework for applying gamification in telemedicine applications to effectively engage the elderly user by increasing and maintaining adherence.
We performed a broad Internet search using scientific and nonscientific search engines and included information that described either of the following subjects: the conceptualization of gamification, methods to engage elderly users through gamification, or user classification theories for tailored game content.
Our search showed two main approaches concerning frameworks for gamification: from business practices, which mostly aim for more revenue, emerge an applied approach, while academia frameworks are developed incorporating theories on motivation while often aiming for lasting engagement. The search provided limited information regarding the application of gamification to engage elderly users, and a significant gap in knowledge on the effectiveness of a gamified application in practice. Several approaches for classifying users in general were found, based on archetypes and reasons to play, and we present them along with their corresponding taxonomies. The overview we created indicates great connectivity between these taxonomies.
Gamification frameworks have been developed from different backgrounds-business and academia-but rarely target the elderly user. The effectiveness of user classifications for tailored game content in this context is not yet known. As a next step, we propose the development of a framework based on the hypothesized existence of a relation between preference for game content and personality.
远程医疗可以缓解人口老龄化带来的对老年人护理需求的增长。然而,远程医疗干预措施中用户对技术的依从性较低,并且随着时间的推移而降低。因此,需要采用一些方法来提高依从性,特别是老年用户的依从性。最近出现的一种解决此问题的策略是游戏化。它是将游戏元素应用于非游戏领域以激励和增加用户的活动和保留率。
本研究旨在:(1)提供对游戏化现有理论框架的概述,并探讨专门针对老年用户的方法;(2)探索用户分类理论,以为老年用户定制游戏内容。这些知识将为创建一个新框架奠定基础,以通过增加和维持依从性来有效吸引老年用户,从而在远程医疗应用中应用游戏化。
我们使用科学和非科学搜索引擎进行了广泛的互联网搜索,并包括描述以下任何主题的信息:游戏化的概念化、通过游戏化吸引老年用户的方法或针对定制游戏内容的用户分类理论。
我们的搜索结果显示了两种与游戏化框架有关的主要方法:一种是从商业实践中得出的,主要目的是获得更多收益,出现了一种应用方法,而学术界的框架则是在包含动机理论的同时为实现持久参与而开发的。搜索结果提供了有关应用游戏化吸引老年用户的信息有限,并且在实践中关于游戏化应用程序的有效性的知识存在很大差距。我们找到了几种用于对用户进行分类的方法,这些方法是基于原型和玩游戏的原因,我们将它们及其相应的分类法一并呈现。我们创建的概述表明这些分类法之间存在很强的关联性。
游戏化框架是从不同的背景(商业和学术界)发展而来的,但很少针对老年用户。在这种情况下,针对定制游戏内容的用户分类的有效性尚不清楚。下一步,我们建议根据对游戏内容的偏好与个性之间存在关系的假设来开发框架。