Applying Game Thinking to Slips, Trips and Falls Prevention

Research output: Chapter in Book/Conference proceedingChapterpeer-review

Abstract

Gamification is about the way in which ‘game thinking’ can engage participants and change behaviours in real, non-game contexts. This paper explores how game thinking can be applied to help prevent slips, trips and falls (STF), which are the largest cause of accidental death in older people across Europe. The paper contributes to the assistive technology, digital health and computer science/human behaviour communities by responding to a gap in the literature for papers detailing the innovation process of developing interventions to improve health and quality of life. The aim of the paper is of interest to the many stakeholders involved in enabling older people to live independent, confident, healthy and safe lives in the community.
Original languageEnglish
Title of host publicationHarnessing the Power of Technology to Improve Lives
EditorsPeter Cudd, Luc de Witte
Place of PublicationAmsterdam
PublisherIOS Press
Pages606-613
Number of pages8
ISBN (Electronic) 9781614997986
ISBN (Print)9781614997979
DOIs
Publication statusPublished - 2017

Publication series

NameStudies in Health Technology and Informatics
PublisherIOS Press
Volume242
ISSN (Print)0926-9630
ISSN (Electronic)1879-8365

Keywords

  • Falls prevention, ICT
  • gamification
  • gerontology

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