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
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Gamify: How Gamification Motivates People to Do Extraordinary Things
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Research works printed but not linked: 2
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- 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
Gamification and Oral Health in Children and Adolescents: Scoping Review
Moreira, R., Silveira, A., Sequeira, T., Durão, N., Lourenço, J., Cascais, I., Cabral, R., & Taveira‐Gomes, T. (2023) · Interactive Journal of Medical Research · doi:10.2196/35132 · Cited by 40
Yang, H., & Li, D. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106805 · Cited by 19
Li, D., Yang, H., & Hu, Z. (2023) · Information Technology and People · doi:10.1108/itp-05-2022-0347 · Cited by 18
Conceptual Modeling in Human Resource Management: A Design Research Approach
Saarlandes, U. D., Strohmeier, S., & Röhrs, F. (2017) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00088 · Cited by 14
Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review
Blok, A. C., Valley, T. S., & Abbott, P. A. (2021) · Prevention Science · doi:10.1007/s11121-021-01214-x · Cited by 12
Helping patients help themselves: Supporting the healthcare journey
Ellen, M., Shach, R., & Balicer, R. D. (2018) · Patient Education and Counseling · doi:10.1016/j.pec.2018.04.005 · Cited by 13
Sampat, B. H., Behl, A., Gurgaon, M., & Raj, S. (2023) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00188 · Cited by 10
Hews‐Girard, J., Guelcher, C., Meldau, J., McDonald, E., & Newall, F. H. (2017) · Research and Practice in Thrombosis and Haemostasis · doi:10.1002/rth2.12030 · Cited by 10
Tobacco quitlines: Opportunities for innovation to increase reach and effectiveness
Sheffer, C. E. (2022) · Preventive Medicine · doi:10.1016/j.ypmed.2022.107319 · Cited by 7
Kim, J., Lindqvist, A. K., & Castelli, D. M. (2024) · Journal of American College Health · doi:10.1080/07448481.2024.2325929 · Cited by 5
Can online social networks enhance existing patient pathways making them scalable?
Sola, D., & Pucciarelli, F. (2018) · British Journal of Healthcare Management · doi:10.12968/bjhc.2018.24.3.127 · Cited by 3
The role of playfulness in gamification for health behavior motivation
Qiu, Y. (2024) · DR-NTU (Nanyang Technological University) · doi:10.32657/10356/176087 · Cited by 3
Translating Games Into Effective Health Results Using Digital Tools
Brito, D. V., & Oliveira, H. Z. (2021) · Advances in medical education, research, and ethics (AMERE) book series · doi:10.4018/978-1-7998-8824-6.ch004 · Cited by 2
Encouraging Correct Tooth Brushing Habits Among Children in the B40 Community Through Gamification
Kuppusamy, E., Yazid, F., Nor, M. M., Goo, C. L., Rosli, M. S. A., Wahab, R. M. A., & Nordin, A. I. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-34032-2_43 · Cited by 2
Mustafa, A. S., Ali, N. B., & Dhillon, J. S. (2021) · Lecture notes on data engineering and communications technologies · doi:10.1007/978-3-030-70713-2_26 · Cited by 1
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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