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      Healthy Jeart: promoción de la salud en la adolescencia a través de dispositivos móviles Translated title: Healthy Jeart: promotion of health in adolescence through mobile devices

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          RESUMEN

          Para que las campañas de promoción de la salud sean más efectivas se necesita la motivación de las personas a quienes van dirigidas, la cual puede incrementarse mediante la gamificación a través de dispositivos móviles. No se conocen experiencias en español que aborden la promoción de la salud desde una perspectiva lúdica generalista. Por ello se crea Healthy Jeart, una aplicación para teléfonos inteligentes y tabletas, destinada preferentemente a una población de entre 8 y 16 años, que tiene como objetivo la promoción de hábitos saludables a nivel físico, social y psicológico. Su contenido ha sido diseñado por profesores de las universidades de Huelva y Sevilla. Las áreas temáticas que la conforman son: ejercicio físico, alimentación, bienestar físico, bienestar psicológico, relaciones afectivo-sexuales, uso de nuevas tecnologías y tóxicos-adicciones. En 2018 consiguió la certificación de aplicación saludable, otorgada por la Agencia de Calidad Sanitaria de Andalucía (ACSA).

          ABSTRACT

          To make health promotion campaigns more effective, the motivation of the people to whom they are directed is required, what can be achieved by gamification through electronic devices. There are no known experiences in Spanish that address the promotion of health from a generalist perspective and not only focused on very specific issues. For this reason Healthy Jeart is created. It is an app for smartphones and tablets, aimed at a population between 8 and 16 years old, whose objective is the promotion of healthy habits on a physical, social and psychological level. Its content has been designed by professors from the universities of Huelva and Seville (Spain). The thematic areas that comprise it are: physical exercise, nutrition, physical well-being, psychological well-being, affective-sexual relationships, use of new technologies and toxic substances and addictions. In 2018 it achieved a certification granted by the Agency of Sanitary Quality of Andalusia as a healthy app.

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          Most cited references34

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          A Systematic Review of Gamification in e-Health.

          Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications. A systematic literature review was therefore conducted to explore the various gamification strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline. A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results show that the majority of the papers selected reported gamification and serious gaming in health and wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental health. Although gamification in e-Health has attracted a great deal of attention during the last few years, there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.
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            Gamification for health and wellbeing: A systematic review of the literature

            Background Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. Aims We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. Methods We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. Results We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes. Conclusions The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).
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              Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

              This editorial provides a behavioral science view on gamification and health behavior change, describes its principles and mechanisms, and reviews some of the evidence for its efficacy. Furthermore, this editorial explores the relation between gamification and behavior change frameworks used in the health sciences and shows how gamification principles are closely related to principles that have been proven to work in health behavior change technology. Finally, this editorial provides criteria that can be used to assess when gamification provides a potentially promising framework for digital health interventions.
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                Author and article information

                Journal
                Rev Esp Salud Publica
                Rev Esp Salud Publica
                resp
                Revista Española de Salud Pública
                Ministerio de Sanidad, Consumo y Bienestar social
                1135-5727
                2173-9110
                02 November 2020
                2020
                : 94
                : 202003010
                Affiliations
                [1 ] originalDepartamento de Psicología Social, Evolutiva y de la Educación. Universidad de Huelva. Huelva. España. orgnameUniversidad de Huelva orgdiv1Departamento de Psicología Social, Evolutiva y de la Educación Huelva, España
                [2 ] originalCentro para la investigación del pensamiento contemporáneo e innovación para el desarrollo social (COIDESO). Universidad de Huelva. Huelva. España. orgnameUniversidad de Huelva orgdiv1Centro para la investigación del pensamiento contemporáneo e innovación para el desarrollo social Huelva, España
                [3 ] originalDepartamento de Didáctica y Organización Educativa. Universidad de Sevilla. Sevilla. España. orgnameUniversidad de Huelva orgdiv1Departamento de Didáctica y Organización Educativa Sevilla, España
                [4 ] originalFacultad de Humanidades y Ciencias Sociales. Universidad Isabel I. Burgos. España. orgnameUniversidad Isabel I orgdiv1Facultad de Humanidades y Ciencias Sociales Burgos, España
                [5 ] originalDepartamento de Enfermería. Universidad de Huelva. Huelva. España. orgnameUniversidad de Huelva orgdiv1Departamento de Enfermería Huelva, España
                Author notes
                Correspondencia: Carmen Yot-Domínguez. Facultad de Ciencias de la Educación. C/ Pirotecnia, s/n. 41013 Sevilla, España. carmenyot@ 123456us.es

                Los autores declaran que no existe conflicto de intereses.

                Article
                e202003010
                11567662
                bab66348-0049-403b-9a24-6f990b12c809

                Este es un artículo publicado en acceso abierto bajo una licencia Creative Commons

                History
                : 27 September 2019
                : 18 November 2019
                : 05 March 2020
                Page count
                Figures: 4, Tables: 0, Equations: 0, References: 27
                Funding
                Funded by: Consejería de Salud de la Junta de Andalucía, Secretaría General de Investigación, Desarrollo e Innovación en Salud
                Award ID: 0445-2016
                Este proyecto fue fnanciado por la Consejería de Salud de la Junta de Andalucía, según Resolución de 20 de diciembre de 2016 de la Secretaría General de Investigación, Desarrollo e Innovación en Salud, en la convocatoria de subvenciones para la fnanciación de la Investigación, Desarrollo e Innovación Biomédica y en Ciencias de la Salud en Andalucía para el año 2016, con nº de expediente PIN- 0445-2016 y una duración de 36 meses.
                Categories
                Colaboraciones Especiales

                promoción de la salud,adolescencia,gamificación,aplicación móvil,innovación,hábitos saludables,health promotion,adolescence,gamification,app,innovation,healthy habits

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