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

Persistent Identifier

https://archives.pdx.edu/ds/psu/35583

Keywords

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.

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Apr 8th, 11:26 AM Apr 8th, 11:31 AM

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.