Background: Telemedicine can alleviate the increasing demand for elderly care caused by the rapidly aging population. However,\nuser adherence to technology in telemedicine interventions is low and decreases over time. Therefore, there is a need for methods\nto increase adherence, specifically of the elderly user. A strategy that has recently emerged to address this problem is gamification.\nIt is the application of game elements to nongame fields to motivate and increase user activity and retention.\nObjective: This research aims to (1) provide an overview of existing theoretical frameworks for gamification and explore\nmethods that specifically target the elderly user and (2) explore user classification theories for tailoring game content to the elderly\nuser. This knowledge will provide a foundation for creating a new framework for applying gamification in telemedicine applications\nto effectively engage the elderly user by increasing and maintaining adherence.\nMethods: We performed a broad Internet search using scientific and nonscientific search engines and included information that\ndescribed either of the following subjects: the conceptualization of gamification, methods to engage elderly users through\ngamification, or user classification theories for tailored game content.\nResults: Our search showed two main approaches concerning frameworks for gamification: from business practices, which\nmostly aim for more revenue, emerge an applied approach, while academia frameworks are developed incorporating theories on\nmotivation while often aiming for lasting engagement. The search provided limited information regarding the application of\ngamification to engage elderly users, and a significant gap in knowledge on the effectiveness of a gamified application in practice.\nSeveral approaches for classifying users in general were found, based on archetypes and reasons to play, and we present them\nalong with their corresponding taxonomies. The overview we created indicates great connectivity between these taxonomies.\nConclusions: Gamification frameworks have been developed from different backgroundsââ?¬â?business and academiaââ?¬â?but rarely\ntarget the elderly user. The effectiveness of user classifications for tailored game content in this context is not yet known. As a\nnext step, we propose the development of a framework based on the hypothesized existence of a relation between preference for\ngame content and personality.
Loading....