Gamification of Aging
Presenter Biography
Tyne Riddick is a first-year Master of Public Health student at OHSU-PSU School of Public Health. She earned a B.A. in English and Human Physiology from the University of Oregon. She currently works as a Research Assistant in the Emergency Department at OHSU and Portland Adventist, where she is expanding her knowledge of research in preparation for medical school application. She hopes to combine her interests in public health with clinical practice to improve the quality of care for aging adults. She is also developing her interests in preventive medicine, nutrition, sleep, and women’s health. In her spare time, she enjoys reading, listening to podcasts, playing video games, and riding her bike.
Institution
OHSU
Program/Major
Public Health Practice
Degree
MPH
Presentation Type
Poster
Start Date
4-8-2021 11:26 AM
End Date
4-8-2021 11:31 AM
Rights
© Copyright the author(s)
IN COPYRIGHT:
http://rightsstatements.org/vocab/InC/1.0/
This Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s).
DISCLAIMER:
The purpose of this statement is to help the public understand how this Item may be used. When there is a (non-standard) License or contract that governs re-use of the associated Item, this statement only summarizes the effects of some of its terms. It is not a License, and should not be used to license your Work. To license your own Work, use a License offered at https://creativecommons.org/
Persistent Identifier
https://archives.pdx.edu/ds/psu/35583
Subjects
Older Adults. Gamification. Simulation. Video games. Aging.
Abstract
Background
Globally, the aging population is growing at an unprecedented rate. According to the World Health Organization, by the year 2050, one in six people in the world will be over age 65 (16%), up from one in 11 in 2019 (9%). Individuals are unprepared for the challenges of aging. There is urgent need to address how we think, feel, and act toward aging. Gamification is the application of typical elements of game playing to non-game activities or the set of activities and processes to solve problems through game elements. The gamification of aging is the application of video games to prepare an aging society for the aging of a loved one or our own individual aging.
Projects
Wholesome or “cozy” simulation style video games can be used to address lack of readiness through the recreation of real-life scenarios that an older person would encounter. The use of video games could be a powerful learning tool to prepare individuals for their own aging or the aging of a loved one. Current research on the application of video games in health is in mental health and well-being and improving cognition and memory for older adults. There is no research on how video games can prepare individuals for aging.
Conclusion
With no current data on the application of gamification to the concept of aging and an increasing population of older adults, research in this area is timely and presents opportunities for creative innovation to improve how we approach healthy aging.
Gamification of Aging
Background
Globally, the aging population is growing at an unprecedented rate. According to the World Health Organization, by the year 2050, one in six people in the world will be over age 65 (16%), up from one in 11 in 2019 (9%). Individuals are unprepared for the challenges of aging. There is urgent need to address how we think, feel, and act toward aging. Gamification is the application of typical elements of game playing to non-game activities or the set of activities and processes to solve problems through game elements. The gamification of aging is the application of video games to prepare an aging society for the aging of a loved one or our own individual aging.
Projects
Wholesome or “cozy” simulation style video games can be used to address lack of readiness through the recreation of real-life scenarios that an older person would encounter. The use of video games could be a powerful learning tool to prepare individuals for their own aging or the aging of a loved one. Current research on the application of video games in health is in mental health and well-being and improving cognition and memory for older adults. There is no research on how video games can prepare individuals for aging.
Conclusion
With no current data on the application of gamification to the concept of aging and an increasing population of older adults, research in this area is timely and presents opportunities for creative innovation to improve how we approach healthy aging.