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THERAPEUTIC STRATEGY IN GAMIFICATION AND GAME BASED LEARNING FOR ELDERLY PEOPLE IN THAILAND
Corresponding Author(s) : Wilawan Inchamnan
Humanities & Social Sciences Reviews,
Vol. 6 No. 1 (2018)
Abstract
Purpose: This study aims to review the literature of the therapeutic strategies in gamification and a game-based learning for elderly people. During the increasing of the aging city in Thailand, how to prepare and how to live up the society are challenged. Gamification as a Game-based learning is a key issue in terms of conception. The conception of the game focuses on establishing trust with players and finding the right way to motivate the players to care for their health and to encourage the players to set goals.
Methodology:A survey of healthcare for aging people was conducted in regard to technology-driven gamification.Gamified training appears to be highly engaging and does boost participant motivation.The survey attempts to examine Thai culture in terms of game technology and family networks and supports the influence the health-promoting behaviors among older persons.
Main Findings:The reviews illustrate the role of game-based learning in therapeutic strategies. In accordance with the Gamification Concept, the concepts of games are broad in scope,encompassing various contexts, such as training. The results of this findings may influence Thai elderly to care their healthy by using gamification. The game design shows the Health Care Training Game and Gamification prototype.
Implications:Gamification strategies may contribute to sustainable healthcare in Thailand.The designing game examines the therapeutic strategy game by establishing a technology-driven trust relationship with players, and then determining the best way to motivate the players to care for their health.
Originality:Knowledge and skills can be improved by using game-based learning. A learning game is a self-contained unit with start, game play and ending activities. The games are based on a combination of well-known game-design principles and principles of task-oriented training and involve the manipulation of everyday physical objects.
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1. Amabile, T. M.(1996). Creativity in Context. Boulder, Colorado, Westview Press Inc.
2. Boekaerts, M. (2002). Motivation To Learn. Educational Practices Series.
3. Deterding, S., et al., (2011). From game design elements to gamefulness: defining gamification. in Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, ,ACM.
4. De Vries, N., et al., (2012). Effects of physical exercise therapy on mobility, physical functioning, physical activity and quality of life in community-dwelling older adults with impaired mobility, physical disability and/or multi-morbidity: a meta-analysis. Ageing research reviews, 11(1): p. 136-149.
5. Di Legge, S., et al., (2012). Stroke prevention: managing modifiable risk factors. Stroke research and treatment.
Exercise and stroke, stroke.org.uk (Access 29 Jan 2017).https://doi.org/10.1155/2012/391538
6. Finney, S.J., et al., (2003). Glucose control and mortality in critically ill patients. Jama, 290(15): p. 2041-2047.https://doi.org/10.1001/jama.290.15.2041
7. Gordon, E. and J. Baldwin-Philippi, (2014). Playful civic learning: Enabling lateral trust and reflection in game-based public participation. International Journal of Communication, 8: p. 28.
8. Hamari, J., J. Koivisto, and H. Sarsa., (2014). Does gamification work?--a literature review of empirical studies on gamification. in System Sciences (HICSS), 2014, 47th Hawaii International Conference on., IEEE.https://doi.org/10.1109/HICSS.2014.377
9. Idro, R., N.E. Jenkins, and C.R. Newton, (2005). Pathogenesis, clinical features, and neurological outcome of cerebral malaria. The Lancet Neurology.https://doi.org/10.1016/S1474-4422(05)70247-7
10. Inchamnan, W., (2016). An Analysis of Creative Process Learning in Computer Game Activities Through Player Experiences. IAFOR Journal of Education, 4(2).https://doi.org/10.22492/ije.4.2.07
11. Jacobs, A., et al., (2013). CONTRAST: gamification of arm-hand training for stroke survivors. in CHI'13 Extended Abstracts on Human Factors in Computing Systems, ACM.https://doi.org/10.1145/2468356.2468430
12. Jennings, G, et al., (1986). The effects of changes in physical activity on major cardiovascular risk factors, hemodynamics, sympathetic function, and glucose utilization in man: a controlled study of four levels of activity, Circulation. 1986; 73:30-40.https://doi.org/10.1161/01.CIR.73.1.30
13. Kappen, D.L., (2015). Adaptive engagement of older adults' fitness through gamification. in Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM.https://doi.org/10.1145/2793107.2810276
14. Korn, O., (2012). Industrial playgrounds: how gamification helps to enrich work for elderly or impaired persons in production. in Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems, ACM.https://doi.org/10.1145/2305484.2305539
15. Kramer, A.F., K.I. Erickson, and S.J. (2006). Colcombe, Exercise, cognition, and the aging brain. Journal of applied physiology, 101(4): p. 1237-1242.https://doi.org/10.1152/japplphysiol.00500.2006
16. Kühn, S., et al., (2014). Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game. Molecular psychiatry, 19(2): p. 265-271.https://doi.org/10.1038/mp.2013.120
17. Lee, W., et al., (2010). Evaluation of a mobile phone-based diet game for weight control. Journal of telemedicine and telecare, 16(5): p. 270-275.https://doi.org/10.1258/jtt.2010.090913
18. Lumsden, J., et al., (2016). Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy. JMIR Serious Games, 4(2).https://doi.org/10.2196/games.5888
19. MacLean, K. A., et al. (2010). "Intensive meditation training improves perceptual discrimination and sustained attention." Psychological science 21(6): 829-839https://doi.org/10.1177/0956797610371339
20. Maillot, P., A. Perrot, and A. Hartley, (2012). Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and aging, 27(3): p. 589.https://doi.org/10.1037/a0026268
21. MeropiD. Kontogianni, Demosthenes B. Panagiotakos, (2014). Dietary patterns and stroke: A systematic review and re-meta-analysis, Maturitas 79 (2014) 41–47.https://doi.org/10.1016/j.maturitas.2014.06.014
22. Messier, S.P., et al., (2004). Exercise and dietary weight loss in overweight and obese older adults with knee osteoarthritis: the Arthritis, Diet, and Activity Promotion Trial. Arthritis & Rheumatism, 50(5): p. 1501-1510.https://doi.org/10.1002/art.20256
23. Meurer, J. and R. Wieching, (2012). Motivating Elderly People to Use Fall Preventive Exercise Training Games at Home: Are Community Based ICT Features Always a Good Choice? Designing for Inter/Generational Communities, p. 28.
24. Mora, A., et al., (2016). Gamification of cognitive training: a crowdsourcing-inspired approach for older adults. in Proceedings of the XVII International Conference on Human Computer Interaction, ACM.https://doi.org/10.1145/2998626.2998663
25. Morley, J.E., (2007). Weight loss in older persons: new therapeutic approaches. Current pharmaceutical design, 13(35): p. 3637-3647.https://doi.org/10.2174/138161207782794149
26. Myers, J.L., A. Well, and R.F. Lorch (2010). Research design and statistical analysis. Routledge.
27. Norman, D.A. and S.W. Draper. (1986). User centered system design. Hillsdale, NJ.
28. Resnick, B., (2001). A prediction model of aerobic exercise in older adults living in a continuing-care retirement community. Journal of Aging and Health, 13(2): p. 287-310.https://doi.org/10.1177/089826430101300207
29. Santos Mendes, F.A., et al., (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease–effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy, 2012. 98(3): p. 217-223.https://doi.org/10.1016/j.physio.2012.06.001
30. Seaborn, K. and D.I. Fels, (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74: p. 14-31.https://doi.org/10.1016/j.ijhcs.2014.09.006
31. Sánchez, J. L. G., et al., (2009). From usability to playability: Introduction to player-centred video game development process. Human Centered Design, Springer: 65-74.
32. Sweetser, P., (2008). Emergence in games. 2008: Cengage Learning.
33. Schuler, M.K., et al., (2016). Effects of a home-based exercise program on physical capacity and fatigue in patients with low to intermediate risk myelodysplastic syndrome—a pilot study. Leukemia Research, 47: p. 128-135.https://doi.org/10.1016/j.leukres.2016.05.022
34. Tabak, M., et al., (2014). A telehealth program for self-management of COPD exacerbations and promotion of an active lifestyle: a pilot randomized controlled trial. International journal of chronic obstructive pulmonary disease, 9: p. 935.https://doi.org/10.2147/COPD.S60179
35. Tan, P.-H., S.-W. Ling, and C.-Y. Ting. (2007).Adaptive digital game-based learning framework. in Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, ACM.https://doi.org/10.1145/1306813.1306844
36. Wichitsranoi, J., et al., (2011). Effects of Thai wand exercise on lung capacity in sedentary young adults. THAI JOURNAL OF PHYSIOLOGICAL SCIENCES, 24(S01).
37. Wolters, C. A., et al., (1996). "The relation between goal orientation and students' motivational beliefs and self-regulated learning." Learning and individual differences 8(3): 211-238.https://doi.org/10.1016/S1041-6080(96)90015-1
38. Yaffe, K., et al., (2012). Diabetes, glucose control, and 9-year cognitive decline among older adults without dementia. Archives of neurology, 69(9): p. 1170-1175.https://doi.org/10.1001/archneurol.2012.1117
References
2. Boekaerts, M. (2002). Motivation To Learn. Educational Practices Series.
3. Deterding, S., et al., (2011). From game design elements to gamefulness: defining gamification. in Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, ,ACM.
4. De Vries, N., et al., (2012). Effects of physical exercise therapy on mobility, physical functioning, physical activity and quality of life in community-dwelling older adults with impaired mobility, physical disability and/or multi-morbidity: a meta-analysis. Ageing research reviews, 11(1): p. 136-149.
5. Di Legge, S., et al., (2012). Stroke prevention: managing modifiable risk factors. Stroke research and treatment.
Exercise and stroke, stroke.org.uk (Access 29 Jan 2017).https://doi.org/10.1155/2012/391538
6. Finney, S.J., et al., (2003). Glucose control and mortality in critically ill patients. Jama, 290(15): p. 2041-2047.https://doi.org/10.1001/jama.290.15.2041
7. Gordon, E. and J. Baldwin-Philippi, (2014). Playful civic learning: Enabling lateral trust and reflection in game-based public participation. International Journal of Communication, 8: p. 28.
8. Hamari, J., J. Koivisto, and H. Sarsa., (2014). Does gamification work?--a literature review of empirical studies on gamification. in System Sciences (HICSS), 2014, 47th Hawaii International Conference on., IEEE.https://doi.org/10.1109/HICSS.2014.377
9. Idro, R., N.E. Jenkins, and C.R. Newton, (2005). Pathogenesis, clinical features, and neurological outcome of cerebral malaria. The Lancet Neurology.https://doi.org/10.1016/S1474-4422(05)70247-7
10. Inchamnan, W., (2016). An Analysis of Creative Process Learning in Computer Game Activities Through Player Experiences. IAFOR Journal of Education, 4(2).https://doi.org/10.22492/ije.4.2.07
11. Jacobs, A., et al., (2013). CONTRAST: gamification of arm-hand training for stroke survivors. in CHI'13 Extended Abstracts on Human Factors in Computing Systems, ACM.https://doi.org/10.1145/2468356.2468430
12. Jennings, G, et al., (1986). The effects of changes in physical activity on major cardiovascular risk factors, hemodynamics, sympathetic function, and glucose utilization in man: a controlled study of four levels of activity, Circulation. 1986; 73:30-40.https://doi.org/10.1161/01.CIR.73.1.30
13. Kappen, D.L., (2015). Adaptive engagement of older adults' fitness through gamification. in Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM.https://doi.org/10.1145/2793107.2810276
14. Korn, O., (2012). Industrial playgrounds: how gamification helps to enrich work for elderly or impaired persons in production. in Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems, ACM.https://doi.org/10.1145/2305484.2305539
15. Kramer, A.F., K.I. Erickson, and S.J. (2006). Colcombe, Exercise, cognition, and the aging brain. Journal of applied physiology, 101(4): p. 1237-1242.https://doi.org/10.1152/japplphysiol.00500.2006
16. Kühn, S., et al., (2014). Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game. Molecular psychiatry, 19(2): p. 265-271.https://doi.org/10.1038/mp.2013.120
17. Lee, W., et al., (2010). Evaluation of a mobile phone-based diet game for weight control. Journal of telemedicine and telecare, 16(5): p. 270-275.https://doi.org/10.1258/jtt.2010.090913
18. Lumsden, J., et al., (2016). Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy. JMIR Serious Games, 4(2).https://doi.org/10.2196/games.5888
19. MacLean, K. A., et al. (2010). "Intensive meditation training improves perceptual discrimination and sustained attention." Psychological science 21(6): 829-839https://doi.org/10.1177/0956797610371339
20. Maillot, P., A. Perrot, and A. Hartley, (2012). Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and aging, 27(3): p. 589.https://doi.org/10.1037/a0026268
21. MeropiD. Kontogianni, Demosthenes B. Panagiotakos, (2014). Dietary patterns and stroke: A systematic review and re-meta-analysis, Maturitas 79 (2014) 41–47.https://doi.org/10.1016/j.maturitas.2014.06.014
22. Messier, S.P., et al., (2004). Exercise and dietary weight loss in overweight and obese older adults with knee osteoarthritis: the Arthritis, Diet, and Activity Promotion Trial. Arthritis & Rheumatism, 50(5): p. 1501-1510.https://doi.org/10.1002/art.20256
23. Meurer, J. and R. Wieching, (2012). Motivating Elderly People to Use Fall Preventive Exercise Training Games at Home: Are Community Based ICT Features Always a Good Choice? Designing for Inter/Generational Communities, p. 28.
24. Mora, A., et al., (2016). Gamification of cognitive training: a crowdsourcing-inspired approach for older adults. in Proceedings of the XVII International Conference on Human Computer Interaction, ACM.https://doi.org/10.1145/2998626.2998663
25. Morley, J.E., (2007). Weight loss in older persons: new therapeutic approaches. Current pharmaceutical design, 13(35): p. 3637-3647.https://doi.org/10.2174/138161207782794149
26. Myers, J.L., A. Well, and R.F. Lorch (2010). Research design and statistical analysis. Routledge.
27. Norman, D.A. and S.W. Draper. (1986). User centered system design. Hillsdale, NJ.
28. Resnick, B., (2001). A prediction model of aerobic exercise in older adults living in a continuing-care retirement community. Journal of Aging and Health, 13(2): p. 287-310.https://doi.org/10.1177/089826430101300207
29. Santos Mendes, F.A., et al., (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease–effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy, 2012. 98(3): p. 217-223.https://doi.org/10.1016/j.physio.2012.06.001
30. Seaborn, K. and D.I. Fels, (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74: p. 14-31.https://doi.org/10.1016/j.ijhcs.2014.09.006
31. Sánchez, J. L. G., et al., (2009). From usability to playability: Introduction to player-centred video game development process. Human Centered Design, Springer: 65-74.
32. Sweetser, P., (2008). Emergence in games. 2008: Cengage Learning.
33. Schuler, M.K., et al., (2016). Effects of a home-based exercise program on physical capacity and fatigue in patients with low to intermediate risk myelodysplastic syndrome—a pilot study. Leukemia Research, 47: p. 128-135.https://doi.org/10.1016/j.leukres.2016.05.022
34. Tabak, M., et al., (2014). A telehealth program for self-management of COPD exacerbations and promotion of an active lifestyle: a pilot randomized controlled trial. International journal of chronic obstructive pulmonary disease, 9: p. 935.https://doi.org/10.2147/COPD.S60179
35. Tan, P.-H., S.-W. Ling, and C.-Y. Ting. (2007).Adaptive digital game-based learning framework. in Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, ACM.https://doi.org/10.1145/1306813.1306844
36. Wichitsranoi, J., et al., (2011). Effects of Thai wand exercise on lung capacity in sedentary young adults. THAI JOURNAL OF PHYSIOLOGICAL SCIENCES, 24(S01).
37. Wolters, C. A., et al., (1996). "The relation between goal orientation and students' motivational beliefs and self-regulated learning." Learning and individual differences 8(3): 211-238.https://doi.org/10.1016/S1041-6080(96)90015-1
38. Yaffe, K., et al., (2012). Diabetes, glucose control, and 9-year cognitive decline among older adults without dementia. Archives of neurology, 69(9): p. 1170-1175.https://doi.org/10.1001/archneurol.2012.1117