Research of Gamification Techniques and their Application in Digital Games for Older Adults

Antonio Rienzo, Claudio Cubillos

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Scopus citations

Abstract

The concept of gamification has increased its importance in the field of research; and its main focus was in the area of education. It was considered appropriate to analyze the state of the art of gamification techniques in an increasingly relevant sector, such as older adults (whose number is growing); and where they can offer possibilities to improve the quality of life of these people, in terms of physical well-being, social inclusion and cognitive improvement. The article summarizes research on gamification and its potential application in digital games, and how these techniques can impact on the different life activities of older adults. It includes a systematic review of literature, which reveals trends and gaps in studies and proposals, on how gamified digital games, increase learning, promote socialization and exercise, and improve their cognitive and psychomotor skills; all within a context of active and healthy aging. The work developed can be subject to deeper evaluation and analysis, serving as a basis for further research work in the subject.

Original languageEnglish
Title of host publicationIEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781728131856
DOIs
StatePublished - Nov 2019
Externally publishedYes
Event2019 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019 - Valparaiso, Chile
Duration: 13 Nov 201927 Nov 2019

Publication series

NameIEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019

Conference

Conference2019 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
Country/TerritoryChile
CityValparaiso
Period13/11/1927/11/19

Keywords

  • Gamification
  • active ageing
  • gamification techniques
  • older adults
  • serious games

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