notesum.ai
Published at November 27Personalised Serious Games and Gamification in Healthcare: Survey and Future Research Directions
cs.HC
Released Date: November 27, 2024
Authors: Stéphanie Carlier, Femke De Backere, Filip De Turck

| Type | Personalisation Goal | Study design | Output | Domain (Detailed) | Ref | ||
| Engag. | Adh. | Perform. | |||||
| gam | - | - | mixed method | framework (FrameworkL) | behaviour change (healthy habits) | [72] | |
| gam | - | intervention (12 participants) | webapplication (CoaFeld) | behaviour change (physical activity) | [73] | ||
| gam | - | - | intervention (176 participants) | mHealth app (GameBus) | behaviour change (physical activity) | [74] | |
| gam | - | design & development | mHealth framework (CarpeDiem app) | behaviour change (nutrition) | [75] | ||
| gam | - | - | intervention (61 children) | mHealth app | behaviour change (physical activity) | [76] | |
| gam | intervention (40 participants) | mHealth app | behaviour change (physical activity) | [77] | |||
| gam | - | prototype evaluation (44 students) | chatbot app (CiboPoli) | health education (nutrition) | [55] | ||
| gam | - | - | design & development | recommendation tool | health education (healthy habits) | [56] | |
| gam | - | intervention (28 participants) | mobile survey app | surveys for health | [57] | ||
| SG | - | prototype evaluation (6 experts) | asynchronous multiplayer exergame (GardenQuest) | behaviour change (physical activity) | [78] | ||
| SG | - | intervention (29 participants) | serious game (Express Cooking Train) | behaviour change & health education (nutrition) | [51, 79] | ||
| SG | - | - | simulator-based validation | serious games (inLife platform) | behaviour change (sustainable behaviour + social skills children ASD) | [68] | |
| SG | - | - | experiment (16 children) | KeepAttention game | behaviour change (attention training for ADHD) | [69] | |
| SG | - | - | experiment (11 children) | task-oriented design framework (KeepAttention game) | behaviour change (attention training for ADHD) | [70] | |
| SG | - | - | prototype implementation | conceptual architecture for smart serious games | behaviour change (physical activity) | [71] | |
| SG | - | - | intervention (21 participants) | first person shooter game (PC) | health | [58] | |
| SG | - | validation with sample dataset | serious game | health education (cancer) | [52] | ||
| SG | - | - | experiment (15 children with asthma) | e-learning platform (KidBreath) | health education (asthma) | [53] | |
| SG | - | - | intervention (37 participants without cognitive impairment) | intelligent assistive system with AR mobile serious game | health support (cognitive impairment elderly) | [50] | |
| SG | - | - | intervention (10 participants) | RehaBot framework (VR) | rehabilitation (neck) | [10] | |
| SG | - | experiments (4 healthy participants) | wrist rehabilitation robot & serious game (Nuts Catcher) | rehabilitation (wrist) | [59] | ||
| SG | - | design & development | serious game (ReHabGame) | rehabilitation (motor impairment) | [60] | ||
| SG | - | intervention (20 post-stroke participants) | serious game (ReHabGame) | rehabilitation (neurological) | [61] | ||
| SG | - | three-fold validation | exergame-based rehabilitation system (TANGO:H) | rehabilitation (cognitive & physical) | [13] | ||
| SG | - | - | intervention (7 post-stroke participants, 3 therapists) | serious game (Prehab) | rehabilitation (post-stroke) | [62] | |
| SG | - | design & development | serious game (InMotion) | rehabilitation (upper limb) | [63] | ||
| SG | - | design discussion | serious game (InMotion) | rehabilitation (upper limb) | [64] | ||
| SG | - | - | - | intervention (20 post-stroke participants) | tele-rehabilitation system based on serious games and in-cloud data analytics services | rehabilitation (post-stroke) | [65] |
| SG | - | intervention (25 elderly) | AR serious game | rehabilitation (cognitive & physical) | [66] | ||
| SG | - | blind experiment (42 participants) | serious game (Wake Up For The Future!) | behaviour change & health education (obstructive sleep apnea) | [54] | ||
| SG | - | - | intervention (52 participants) | serious game (Fruit-Collection and avatar manoeuvring) | rehabilitation (neurorehabilitation) | [67] | |