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Engaging Elderly People in Telemedicine Through Gamification
Frederiek de Vette1, Monique Tabak, Marit Dekker-van Weering
1University of Twente, Faculty of Electrical Engineering, Mathematics and Computer Science, Biomedical Signals and Systems, Telemedicine group, Enschede, Netherlands. a.f.a.devette@utwente.nl.
Gamification shows promise for improving elderly adherence to telemedicine. However, current frameworks rarely target older adults, and more research is needed on tailoring game content for this demographic.
Area of Science:
- Gerontology
- Human-Computer Interaction
- Digital Health
Background:
- The rapidly aging population increases demand for elderly care, highlighting the need for effective telemedicine solutions.
- Low user adherence to telemedicine technology, particularly among the elderly, necessitates strategies to improve engagement and retention.
- Gamification, applying game elements to non-game contexts, is an emerging strategy to enhance user motivation and adherence in digital health interventions.
Purpose of the Study:
- To review existing gamification theoretical frameworks and identify methods specifically designed for elderly users.
- To explore user classification theories for tailoring gamified content to the elderly demographic.
- To lay the groundwork for a new framework to enhance elderly adherence in telemedicine through gamification.
Main Methods:
- Conducted a comprehensive internet search across scientific and nonscientific engines.
- Included literature on gamification conceptualization, elderly engagement methods, and user classification theories.
- Synthesized findings to identify current approaches and knowledge gaps.
Main Results:
- Two primary gamification framework approaches were identified: applied (business-driven) and academic (theory-driven).
- Limited research exists on applying gamification to engage elderly users, with a notable gap in understanding practical effectiveness.
- Several user classification theories based on archetypes and motivations were found, showing strong interconnections.
Conclusions:
- Existing gamification frameworks seldom target the elderly population, indicating a need for specialized approaches.
- The efficacy of user classification for tailoring gamified content to the elderly in telemedicine remains unexplored.
- Future research should focus on developing a framework linking personality traits to game content preferences for elderly users.
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