Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis.
This study conducted a conceptual analysis of gamification in healthcare utilizing Rogers' evolutionary concept analysis methodology to identify its attributes and provide a method for its applications in the healthcare field. Gamification has recently been used as a health intervention and educatio...
| Publicado en: | Journal of Educational Evaluation for Health Professions Vol. 21; pp. 1 - 10 |
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| Autor principal: | |
| Formato: | pictorial research systematic review tables/charts Journal Article |
| Publicado: |
National Health Personnel Licensing Examination Board
2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182175666&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 182175666 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 19755937 B0CC jtl: Journal of Educational Evaluation for Health Professions issn: 19755937 maglogo: N pubinfo: dt: 2024 vid: 21 pid: 58691 pub: National Health Personnel Licensing Examination Board artinfo: ui: 182175666 182175666 182175666 10.3352/jeehp.2024.21.10 182175666 ppf: 1 ppct: 9 formats: fmt: @attributes: type: P tig: atl: Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis. aug: au: Hyun Kyoung Kim affil: Department of Nursing, Kongju National University, Gongju, Korea sug: subj: Gamification Health Care Delivery Health Personnel Achievement Human Systematic Review PubMed Descriptive Statistics Motivation Funding Source ab: This study conducted a conceptual analysis of gamification in healthcare utilizing Rogers' evolutionary concept analysis methodology to identify its attributes and provide a method for its applications in the healthcare field. Gamification has recently been used as a health intervention and education method, but the concept is used inconsistently and confusingly. A literature review was conducted to derive definitions, surrogate terms, antecedents, influencing factors, attributes (characteristics with dimensions and features), related concepts, consequences, implications, and hypotheses from various academic fields. A total of 56 journal articles in English and Korean, published between August 2 and August 7, 2023, were extracted from databases such as PubMed Central, the Institute of Electrical and Electronics Engineers, the Association for Computing Machinery Digital Library, the Research Information Sharing Service, and the Korean Studies Information Service System, using the keywords "gamification" and "healthcare" These articles were then analyzed. Gamification in healthcare is defined as the application of game elements in health-related contexts to improve health outcomes. The attributes of this concept were categorized into 2 main areas: attraction and achievement. These categories encompass various strategies for synchronization, enjoyable engagement, visual rewards, and goal-reinforcing frames. Through a multidisciplinary analysis of the concept's attributes and influencing factors, this paper provides practical strategies for implementing gamification in health interventions. When developing a gamification strategy, healthcare providers can reference this analysis to ensure the game elements are used both appropriately and effectively. pubtype: Academic Journal doctype: pictorial research systematic review tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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