3: gamification Flashcards

1
Q

What is digital health?

A

Digital health refers to the convergence of digital technologies with healthcare to enhance the efficiency, accessibility, and quality of healthcare delivery and improve health outcomes. It encompasses a broad range of technologies, including mobile health (mHealth) applications, wearable devices, telemedicine services, health information systems, and electronic health records, among others. Digital health aims to empower individuals, healthcare professionals, and healthcare organizations by providing tools and resources for health monitoring, disease management, health promotion, remote care, and personalized medicine.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

What is gamification

A

Gamification is the use of game mechanics and design elements in non-game contexts to motivate and encourage participation.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What are the key components of gamification?

A
  1. Game mechanics: refer to the rules and systems that govern a game ex. points, levels and rewards
  2. Game elements: refer to the visual and auditory features of a game ex. avatars, badges and sound effects
  3. Game design: refers to the techniques used to create an engaging game experience ex. feedback, challenges and narrative
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

How is gamification applied in digital health?

A

Gamification is widely used in digital health to promote healthy behaviours, improve patient outcomes and enhance patient experience. Ex. gamified apps and wearables that track physical activity have been shown to successfully increase physical activity levels

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

What are the benefits of gamification?

A
  • Increased engagement and motivation.
  • Personalization to individual preferences and needs.
  • Social support through shared goals, competition, and feedback.
  • Improved health outcomes in various domains.
  • Scalability through digital platforms.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What are the limitations of gamification?

A
  • Ethical concerns: Potential for exploitation and addiction.
  • Individual differences in motivation, preferences, and abilities.
  • Limited long-term effects on sustained behavior change.
  • Design limitations leading to disengagement and negative attitudes.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

What is mHealth (mobile health)

A

The use of mobile devices such as smartphones, tablets, and wearable devices, to support and enhance healthcare delivery and health outcomes.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

What are some applications of mHealth in digital health?

A
  1. Remote Patient Monitoring: Allows healthcare providers to remotely monitor patients’ health conditions and vital signs in real-time using wearable devices.
  2. Telemedicine and Telehealth: Enables remote consultations and healthcare services through video calls or mobile messaging, improving access to healthcare for individuals in underserved areas.
  3. Health Information and Education: Provides access to reliable health information, medication guides, and preventive health tips through mobile apps.
  4. Medication Management: Helps individuals manage medications by offering reminders, tracking adherence, and providing medication information.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

What are the advantages of mHealth?

A
  • Improved access to healthcare, especially for underserved populations.
  • Personalization to individual needs and preferences.
  • Real-time monitoring of health parameters.
  • Improved communication between healthcare providers and patients.
  • Cost-effectiveness compared to traditional interventions.
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

What are the limitations of mHealth

A
  • Technology barriers for individuals lacking necessary technology or digital literacy.
  • Data privacy and security concerns.
  • Regulatory challenges in a rapidly evolving landscape.
  • Limited evidence on long-term effectiveness, particularly for complex conditions.
  • Potential exacerbation of health disparities if not designed with equity in mind
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

What are some ethical considerations for gamification and mHealth?

A

Gamification: It is important to use gamification in a responsible and ethical manner. Considerations include data privacy, informed consent, and potential harms associated with exploitation and addiction.
mHealth: Data privacy and security are critical considerations when implementing mHealth interventions, especially when sensitive health information is involved. Ensuring informed consent and addressing potential equity concerns are also important.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

What is a digital health innovation?

A

Digital Health Innovation refers to the application of digital technologies and innovations in the healthcare sector to improve patient care, enhance efficiency, and drive positive health outcomes.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

How can gamification and mHealth affect health equity?

A

Gamification: Gamification can be utilized to address cultural, social, and economic barriers to healthy behaviors, promoting health equity and reducing disparities in healthcare access and outcomes.

mHealth: By reaching remote and underserved populations, mHealth interventions have the potential to improve health equity. Design interventions with a focus on addressing barriers to healthcare access and use.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

How does gamification work? Using theoretical basis

A

The theoretical basis for gamification in relation to lifestyle behavior change draws upon several psychological theories and frameworks.

  1. Self-Determination Theory (SDT): SDT proposes that individuals have innate psychological needs for autonomy, competence, and relatedness. Gamification can support these needs by providing autonomy through choice and control, fostering a sense of competence through challenges and skill development, and promoting relatedness through social interaction and collaboration.
  2. Goal Setting Theory: Goal setting theory emphasizes the importance of setting specific, challenging, and achievable goals for behavior change. Gamification can incorporate goal setting elements, such as progress tracking, rewards, and visual representations of goal attainment, to enhance motivation and focus individuals’ efforts toward desired lifestyle changes.
  3. Social Cognitive Learning Theory: Social cognitive learning theory highlights the role of observational learning, social modeling, and social reinforcement in behavior change. Gamification can leverage social features, such as leaderboards, virtual communities, and social sharing, to provide social support, role modeling, and social reinforcement for adopting and maintaining healthy behaviors.

These theoretical frameworks provide a foundation for understanding human behavior and motivation, which informs the design and implementation of gamification interventions for lifestyle behavior change. By incorporating elements and strategies that align with these theories, gamification can effectively engage individuals, promote behavior change, and support sustainable healthy habits.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Why is digital health needed?

A

Digital health innovation is needed to address increased health costs, improve access to healthcare, address the changing needs of society (such as aging population and chronic conditions), and enhance the overall delivery and assessment of healthcare.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

What are the 10 key gamification features

A
  1. Goal setting
  2. Challenge
  3. Levels
  4. Points
  5. Progress
  6. Feedback
  7. Rewards
  8. Badges/Trophies
  9. Game leaders / leader boards
  10. Story / Theme