If you have a smartphone, you may have already encountered gamification. An app that earns points and badges when you reach a new level or complete a task (usually a wellness challenge) is a form of gamification.
Gamification uses extrinsic and intrinsic rewards to motivate users to change their behavior. It may help preventive medicine by promoting smoking cessation, healthy sleep habits, good nutrition, weight management, health literacy, etc. (along with other tools).
Rehabilitation and Improving Patient Adherence
Using gamification for engagement with other digital health technologies such as virtual reality (VR) and augmented reality (AR) to make cognitive or physical rehabilitation more enjoyable and potentially Distract from the pain.
Not only can it remind patients with chronic illnesses to take the drug, but it can also encourage them to help improve treatment compliance. When treating chronic illnesses, gamification is often not immediately satisfying and gamification is suitable for these conditions. In fact, almost half of patients with chronic illness do not take the drug as prescribed. By transforming routine tasks such as taking medication through gamification into dopamine-releasing activity, patients can also be actively involved in health and improve their health literacy.
But to be truly effective, behavioral economics and behavioral science need to be integrated into the gamification experience, which is not always the case today. In addition, implementing an effective gamification strategy requires time and careful planning.
Another promising area for Gamification is medical education.
Studies show that gamification for engagement can improve the learning outcomes of healthcare professionals, but the underlying mechanisms of play-based educational intervention require further research. In addition, gamification in medical school helps motivate students to study outside of traditional textbooks and didactic lectures. VR and AR, and video game style learning modules serve this purpose.
However, they also represent one or two gamifications at a time to distract educators from avoiding core learning, while each gameplay element represents an innovative new tool for attracting and attracting students. We conclude that we should consider incorporating only the application element.
Participation in Virtual Events
At the beginning of the COVID19 pandemic, many organizers reported inadequate engagement rates from attendees during the early stages of the inevitable transition to virtual events. Over the past year, vendors have fine-tuned their platforms, tools, and services to address this flaw. As a result, the most well-created virtual events now contain some form of gamification.
This can take the form of asynchronous quizzes and challenges, for example, but it can also take the form of synchronous games such as quizzes and Jeopardy style competitions. Web conferencing allows you to gamify sessions with filters and backgrounds to organize virtual scavenger hunts across events. The scoring system can be used in conjunction with virtual leaderboards and prizes and prizes to encourage participants to attend sessions and interact with speakers, sponsors and exhibitors. Ideally, virtual event solutions should be able to integrate all of this into the same platform without having to coordinate with multiple vendors and software.
The gamification for engagement for personal health and patient compliance inevitably involves privacy concerns (who sees the data, how is the data used?), But early clinical and real. The results of research in the world are promising. The use of gamification in patient care will continue to grow exponentially if these concerns can be effectively addressed and clinical significance can be demonstrated in large studies.
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