医学
心理干预
疾病
医疗保健
数字健康
心血管健康
重症监护医学
内科学
护理部
经济
经济增长
作者
Aseel Berglund,Tiny Jaarsma,Erik Berglund,Anna Strömberg,Leonie Klompstra
标识
DOI:10.1093/eurjcn/zvac048
摘要
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.
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