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A systematic review of gamification techniques applied to elderly care
16 references·13 citing·46 second hop
A systematic review of gamification techniques applied to elderly care (2020)A systematic review of gamification techn…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature (2016)Understanding persuasion cont…Smart homes and home health monitoring technologies for older adults: A systematic review (2016)Smart homes and home health m…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…Gamification and Mobile Marketing Effectiveness (2016)Gamification and Mobile Marke…2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI) (2016)2016 11th ACM/IEEE Internatio…Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities (2015)Learning healthy lifestyles t…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Design, Implementation, and W…Dispelling ageing myths in technology design (2013)Dispelling ageing myths in te…Gamification and Serious Games for Personalized Health (2012)Gamification and Serious Game…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA Statement for Repo…Digital game design for elderly users (2007)Digital game design for elder…Procedures for Performing Systematic Reviews (2004)Procedures for Performing Sys…Exploring Key Considerations for Artificial Intelligence Robots in Home Healthcare Using the Unified Theory of Acceptance and Use of Technology and the Fuzzy Analytical Hierarchy Process Method (2025)Exploring Key Considerations …Fueling the development of elderly care services in China with digital technology: A provincial panel data analysis (2024)Fueling the development of el…Ethics, design, and implementation criteria of digital assistive technologies for people with dementia from a multiple stakeholder perspective: a qualitative study (2024)Ethics, design, and implement…Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking (2024)Elderly patients' reactions t…Aging in the Digital Age : Public Beliefs About the Potential of Virtual Reality (VR) for the Aging Population (2024)Aging in the Digital Age : Pu…The effectiveness of digital gaming on the functioning and activity of older people living in long-term care facilities: a systematic review and meta-analysis (2023)The effectiveness of digital …Characteristics and Range of Reviews About Technologies for Aging in Place: Scoping Review of Reviews (2023)Characteristics and Range of …Gaming elements, applications, and challenges of gamification in healthcare (2022)Gaming elements, applications…Game not over: Explaining older adults’ use and intention to continue using a gamified eHealth service (2022)Game not over: Explaining old…Assistive digital technology to promote quality of life and independent living for older adults through improved self-regulation: a scoping review (2022)Assistive digital technology …Gamification and customer experience: the mediating role of brand engagement in online grocery retailing (2021)Gamification and customer exp…Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study (2021)Effects of Game Mode in Multi…Effective Online Engagement Strategies Through Gamification (2021)Effective Online Engagement S…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(1968)A systematic review of gamification in e-Health (2017)ROSES RepOrting standards for Systematic Evidence Syntheses: pro forma, flow-diagram and descriptive summary of the plan and conduct of environmental systematic reviews and systematic maps (2018)Towards Sustainable Energy: A Systematic Review of Renewable Energy Sources, Technologies, and Public Opinions (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Systematic Reviews: Identifying relevant studies for systematic reviews (1994)User Acceptance of Information Technology: Toward A Unified View1 (2003)Digital technology to enable aging in place (2016)Factors driving the adoption of smart home technology: An empirical assessment (2019)Exploring older adults’ perception and use of smart speaker-based voice assistants: A longitudinal study (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The maturing of gamification research (2017)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Tailored gamification: A review of literature (2020)Measuring inconsistency in meta-analyses (2003)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The Logic of Collective Action (1965)The Logic of Collective Action: Public Goods and the Theory of Groups. 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References

  • 2009The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration28,094 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2004Procedures for Performing Systematic Reviews5,198 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2016Smart homes and home health monitoring technologies for older adults: A systematic review715 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2007Digital game design for elderly users536 cited
  • 2016Gamification and Mobile Marketing Effectiveness483 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 20162016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI)294 cited
  • 2018Gamification: A cognitive-emotional view246 cited
  • 2016Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature188 cited
  • 2013Dispelling ageing myths in technology design160 cited
  • 2015Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities

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155 cited
  • 2014Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens145 cited
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    • 2021Gamification and customer experience: the mediating role of brand engagement in online grocery retailing48 cited
    • 2022Assistive digital technology to promote quality of life and independent living for older adults through improved self-regulation: a scoping review29 cited
    • 2024Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking23 cited
    • 2022Game not over: Explaining older adults’ use and intention to continue using a gamified eHealth service17 cited
    • 2023Characteristics and Range of Reviews About Technologies for Aging in Place: Scoping Review of Reviews17 cited
    • 2024Ethics, design, and implementation criteria of digital assistive technologies for people with dementia from a multiple stakeholder perspective: a qualitative study17 cited
    • 2024Fueling the development of elderly care services in China with digital technology: A provincial panel data analysis15 cited
    • 2021Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study15 cited
    • 2023The effectiveness of digital gaming on the functioning and activity of older people living in long-term care facilities: a systematic review and meta-analysis14 cited
    • 2024Aging in the Digital Age : Public Beliefs About the Potential of Virtual Reality (VR) for the Aging Population14 cited
    • 2025Exploring Key Considerations for Artificial Intelligence Robots in Home Healthcare Using the Unified Theory of Acceptance and Use of Technology and the Fuzzy Analytical Hierarchy Process Method9 cited