The DOI matches its Crossref record; 16 of the 16 references it cites were found in a registry or an index.
Unlocking patient activation in chronic disease care
Abstract
Chronic diseases bear increasingly important costs on healthcare budgets. This article reviews examples from the field of e-health, looking at how gamification can help foster behavioural change, which can in turn improve patients' health. Ultimately, it can alleviate the cost incurred by treating the disease. Drawing from emerging best practices, the authors discuss how coupling gamification with e-health represents a significant advance in the management of chronic disease.
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“Current health gamification domains cover all major chronic health risks: physical activity, diet and weight management, medication adherence, rehabilitation, mental well-being, drug use, patient activation around chronic diseases like Diabetes, cancer, or asthma (Munson et al., 2015, Pereira et al., 2014, Sola et al., 2015).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Sola et al., 2015
Citations
Cites
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
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Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2007.09.027 · Cited by 998
The innovator's prescription: a disruptive solution for health care
(2009) · Choice Reviews Online · doi:10.5860/choice.46-6915 · Cited by 588
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
Cugelman, B. (2013) · JMIR Serious Games · doi:10.2196/games.3139 · Cited by 531
Just a Fad? Gamification in Health and Fitness Apps
Lister, C., West, J. H., Cannon, B., Sax, T., & Brodegard, D. (2014) · JMIR Serious Games · doi:10.2196/games.3413 · Cited by 489
The innovator’s prescription: a disruptive solution for health care.
Vrolijk, H. (2010) · Onderwijs en gezondheidszorg · doi:10.1007/s12477-010-0074-4 · Cited by 379
Gamify: How Gamification Motivates People to Do Extraordinary Things
Burke, B. (2014) · Cited by 369
Veroff, D. R., Marr, A. L., & Wennberg, D. E. (2013) · Health Affairs · doi:10.1377/hlthaff.2011.0941 · Cited by 323
‘Gamification’: Influencing health behaviours with games
King, D., Greaves, F., Exeter, C., & Darzi, A. (2013) · Journal of the Royal Society of Medicine · doi:10.1177/0141076813480996 · Cited by 319
Flagged first, then by citations
Research works printed but not linked: 2
- Appleby J, 2013, Spending on Health and Social Care Over the Next 50 Years: Why Think Long Term?
- Hibbard J, 2014, Supporting People to Manage Their Health: An Introduction to Patient Activation
Cited by
Sorted by citations
Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237
Exploring the role of gamification in motivating students to learn
Baah, C., Govender, I., & Subramaniam, P. R. (2023) · Cogent Education · doi:10.1080/2331186x.2023.2210045 · Cited by 90
Gamification in Mobile Apps for Children With Disabilities: Scoping Review
Mahmoudi, E., Yoo, P. Y., Chandra, A., Cardoso, R., dos Santos, C. D., Majnemer, A., & Shikako‐Thomas, K. (2024) · JMIR Serious Games · doi:10.2196/49029 · Cited by 45
Yang, H., & Li, D. (2021) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2021.120839 · Cited by 29
ONYA—The Wellbeing Game: How to Use Gamification to Promote Wellbeing
Tolks, D., Sailer, M., Dadaczynski, K., Lampert, C., Huberty, J., Paulus, P., & Horstmann, D. (2019) · Information · doi:10.3390/info10020058 · Cited by 28
Metadata
- Authors
- Sola, D., Couturier, J., & Voyer, B.
- Affiliations
- Associate professor, ESCP Europe
- London School of Economics and Political Science (GB)
- Venue
- British Journal of Healthcare Management
- Publisher
- Mark Allen Group
- Published
- 2015-05-02
- Volume
- 21
- Issue
- 5
- Pages
- 220-225
- ISSN
- 1358-0574 (ISSN-L)
- 1759-7382
- OpenAlex
- W1921472697
- Cited by
- 20
- References
- 16
- Citations by year
- 2024: 3 · 2023: 4 · 2022: 1 · 2021: 5 · 2019: 2 · 2018: 2 · 2017: 2 · 2016: 1
- FWCI
- 4.21
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- British Journal of Healthcare Management (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Keywords
- patient activation, chronic disease management, gamification, e-health, behavior change, health care costs, patient engagement
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