Personalised Serious Games and Gamification in Healthcare: Survey and Future Research Directions

November 27, 2024 Β· Declared Dead Β· πŸ› arXiv.org

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Authors StΓ©phanie Carlier, Femke De Backere, Filip De Turck arXiv ID 2411.18500 Category cs.HC: Human-Computer Interaction Citations 2 Venue arXiv.org Last Checked 4 months ago
Abstract
Serious games and gamification (SGG) in eHealth have positive health impacts, but a personalized approach is needed due to diverse user contexts. This introduces challenges in achieving personalization in SGG. A literature search on Web of Science and PubMed identified 31 articles: 22 on serious games and 9 on gamification. These strategies are most applied in behavior change and rehabilitation, with machine learning and AI showing promise for personalization. Reusability of personalisation algorithms and domain knowledge is underemphasized, reported in only 10 articles. Future research should standardize personalized SGG development, focusing on component reuse to streamline design and enhance evaluation.
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