Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia

dc.contributor.authorMika Luimula
dc.contributor.authorChristina Kattimeri
dc.contributor.authorNiina Katajapuu
dc.contributor.authorPaula Pitkäkangas
dc.contributor.authorHelena Malmivirta
dc.contributor.authorAung Pyae
dc.contributor.authorTapani Liukkonen
dc.contributor.authorJouni Smed
dc.contributor.authorPekka Qvist
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organizationfi=vuorovaikutusmuotoilu|en=Interaction Design|
dc.contributor.organization-code1.2.246.10.2458963.20.34532463451
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code2606803
dc.converis.publication-id28250638
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/28250638
dc.date.accessioned2022-10-27T12:15:00Z
dc.date.available2022-10-27T12:15:00Z
dc.description.abstract<p> </p><div> <div> <div> <div> <p>This paper presents a comprehensive summary of the Gamified Solutions in Healthcare (GSH) research project, which is a joint research project between Turku University of Applied Sciences and the University of Turku. The goal of the project is to promote exercise, social inclusiveness and enhance quality of life, aiming at developing new services and effective activity solutions for the elderly through gamification. During the research project elderly people were included in the development and testing of games so that they could be used for more than just entertainment purposes. According to all of our tests elderly enjoy playing exergames, and digital games can be an effective way to enhance the quality of life of the elderly. In the case studies it was observed that the players where motivated while playing but motivation should also be maintained throughout the gameplay. The elderly gave overall positive feedback for the idea of using digital activity games for exercising. </p> </div> </div> </div> </div>
dc.format.pagerange35
dc.format.pagerange49
dc.identifier.jour-issn1789-6932
dc.identifier.olddbid174213
dc.identifier.oldhandle10024/157307
dc.identifier.urihttps://www.utupub.fi/handle/11111/33834
dc.identifier.urlhttp://dx.doi.org/10.14513/actatechjaur.v10.n1.412
dc.identifier.urnURN:NBN:fi-fe2021042717821
dc.language.isoen
dc.okm.affiliatedauthorPyae, Aung
dc.okm.affiliatedauthorJoelsson, Tapani
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSzechenyi Istvan University
dc.publisher.countryHungaryen_GB
dc.publisher.countryUnkarifi_FI
dc.publisher.country-codeHU
dc.relation.doi10.14513/actatechjaur.v10.n1.412
dc.relation.ispartofjournalActa Technica Jaurinensis
dc.relation.issue1
dc.relation.volume10
dc.source.identifierhttps://www.utupub.fi/handle/10024/157307
dc.titleGamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia
dc.year.issued2017

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