There is a minor increase in rigor with randomized control trials (n = 5), and a preponderance of discussion around social influence (n = 8) and gamification (n = 7), albeit in a scattered manner. While we believe that successful apps would require research that incorporates technological inputs, theoretical mechanisms and health outputs, such studies are a rarity (n = 3). Secondly, there is little evidence of explanatory mechanisms (19%) of how the effects of mHealth apps are achieved. We found in the literature that, firstly, there is a greater emphasis on technological inputs (87%) of accessibility, usability, usage, and data quality, than health outputs (52%) such as system process efficiencies and individual level behavioral or health outcomes. This paper analyzed 85 empirical studies on mHealth apps using the Input-Mechanism-Output model. In particular, the technological convergence, within mobile health (mHealth) apps, of the processes of mass and interpersonal communication, and human-computer interaction requires greater parsing in the literature. There are now few hundred thousand healthcare apps, yet there is a gap in our understanding of the theoretical mechanisms for which, and how, technological features translate into improved healthcare outcomes. Common challenges are explored and discussed by the authors in regards to gaming research with recommendations proposed for future use and engagement of digital gaming, mobile health apps and wearables. The results in this chapter focus primarily on digital games, how participants learnt to play games, their preferred game genres and online gaming habits. Results are presented from the iStoppFalls project, whereby an ICT survey was deployed to ascertain participants ICT usage, ownership and behaviours. ![]() ![]() Further discussion focuses on the use and deployment of mobile health apps and digital gaming and how they are used within the field of ageing, in regard to gamification, chronic health conditions and the nature of interaction and engagement by users. ![]() These domains include a series of reviews which have focused on health rehabilitation and gaming, eHealth, digital gaming, fall prevention and active ageing. Providing a contemporary overview of the literature in the field of digital gaming and ageing the authors aim to demonstrate the work that has been covered by international academics. This chapter provides readers with an overview of digital gaming trends across Europe and Australia, using current and up-to-date statistics detailing gaming preferences, demographics and digital device usage and ownership.
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