Playful Experience in Health Literacy. Beyond Gamification and Serious Games

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Health literacy has become a priority for the well-being of individuals and society. Despite the implementation of public policies aimed at its formalization in the educational structure, and the promotion of technological development and the digital ecosystem, the new generations have not been actively involved. The incorporation of playful elements has a dynamic effect on literacy processes, promoting the development of skills and competencies that influence learning. Through a systematic review (PRISMA-P) of the scientific literature on health literacy and its relationship with games, this article provides a specific and structured synthesis of the empirical studies published in the last 10 years, identifying contributions and patterns between multidisciplinary contributions, with a particular focus on the combination between gamification and serious games. We concluded that immersion in a playful experience favors the emotional and cognitive learning of the player. The simulated reality of serious games and the gamification of activities can help understand health information, generating direct benefits through risk reduction, adoption of healthy habits and lifestyles.

Original languageEnglish
Title of host publicationCommunication and Applied Technologies - Proceedings of ICOMTA 2022
EditorsPaulo Carlos López-López, Ángel Torres-Toukoumidis, Andrea De-Santis, Óscar Avilés, Daniel Barredo
PublisherSpringer Science and Business Media Deutschland GmbH
Pages511-525
Number of pages15
ISBN (Print)9789811963469
DOIs
StatePublished - 2023
EventInternational Conference on Communication and Applied Technologies, ICOMTA 2022 - Cuenca, Ecuador
Duration: 7 Sep 20229 Sep 2022

Publication series

NameSmart Innovation, Systems and Technologies
Volume318
ISSN (Print)2190-3018
ISSN (Electronic)2190-3026

Conference

ConferenceInternational Conference on Communication and Applied Technologies, ICOMTA 2022
Country/TerritoryEcuador
CityCuenca
Period7/09/229/09/22

Bibliographical note

Publisher Copyright:
© 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

Keywords

  • Gamification
  • Health literacy
  • Playful experience
  • Serious games

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