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Applying Game Thinking to Slips, Trips and Falls Prevention.
1Manchester Institute of Innovation Research, Alliance Manchester Business School, The University of Manchester.
Studies in Health Technology and Informatics
|September 7, 2017
Summary
This study explores using gamification, or game thinking, to prevent slips, trips, and falls (STF) in older adults. Applying game design principles can improve safety and quality of life for seniors.
Area of Science:
- Assistive technology
- Digital health
- Computer science and human behavior
Background:
- Slips, trips, and falls (STF) are the leading cause of accidental death in older Europeans.
- There is a literature gap in understanding the innovation process for health-related interventions.
- Older adults desire to live independent, safe, and healthy lives in the community.
Purpose of the Study:
- To explore the application of gamification (game thinking) to prevent STF in older adults.
- To address the gap in literature regarding the innovation process for health interventions.
- To identify methods for improving health, safety, and quality of life for the elderly.
Main Methods:
- Literature review on gamification and STF prevention.
- Exploration of 'game thinking' principles.
- Analysis of intervention development processes in digital health and assistive technology.
Main Results:
- Gamification offers a novel approach to behavior change in non-game contexts.
- Game thinking can be tailored to create engaging interventions for STF prevention.
- The innovation process for such interventions requires interdisciplinary collaboration.
Conclusions:
- Gamification presents a promising strategy for reducing STF in older populations.
- Further research into developing and validating gamified STF prevention interventions is warranted.
- This approach supports the goal of enabling older adults to live independently and safely.