A GAMIFICATION OF HEALTH
Keywords:
Gamification in health, Postoperative, Adherence to medical treatmentAbstract
The number of active internet users doubled from 2012 to 2021, corresponding to 59.5% of the total population in 2021. With this, the digital market has developed exponentially, diversifying its operating segments to meet the diverse demands of its users. With regard to health, several promotion, prevention and care applications were successful. Many of these make use of gamification strategies as adhesion/apprehension mechanisms for the target audience.
Gamification is the use of game mechanisms and systems in order to solve problems, increase the motivation and engagement of an audience for certain information. Points, levels, ranking lists, quests, progress bars, graphics, rewards are examples of gamification tools. The objective of this work is to carry out a literature review on the applicability of gamification in the health area, as well as the impact of these strategies on the health of individuals.
It can be observed the application of gamification in the control of comorbidities, for education and disease prevention, in the practice of physical activities/food, in the fight against smoking/alcoholism and in the promotion of mental health.
Based on the data presented, it can be inferred that apps are an important self-care tool, a supporting factor in patient therapy. However, it is extremely important to promote investments for the creation and consolidation of bodies responsible for regulating such applications, in order to transmit reliable information to users. More studies of statistical quality are needed to validate the results of using the applications to improve certain health conditions.
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