Background <p>With social isolation, physical and mental activity, and digital literacy being crucial issues for older adults, new technologies and development approaches emerge. Gamification in technology shows promise in promoting these aspects, enhancing social well-being and lifelong learning. Involving older adults through participatory design processes of gamified technologies can help create technologies that meet the wishes and needs of this population. This scoping review aims to explore the current state of knowledge and provide an overview of the practiced participation levels when developing gamified technologies for older adults in participatory design.</p> Methods <p>A scoping review was conducted using the databases PubMed, Scopus, CINAHL from EBSCO, and ACM. A total of 54 studies were included. We applied content and thematic analysis depending on the specific identified themes and delivered qualitative summaries.</p> Results <p>Most studies emerged from Western countries. Despite claimed as participatory approaches, most studies fall under the category of “degree of tokenism”. It can furthermore be noted that with one exception there were no reports on the theoretical background of the gamification elements used. Diversity in this setting was still practiced very selectively with a focus on cultural diversity and binary gender diversity.</p> Conclusion <p>Despite the rising popularity of gamification and participatory design, a lack of standardization and transparency persists. With issues on diversity and inclusion, technological barriers for older adults, and additional factors of vulnerability in old age, a need for better reflection and more transparent reporting becomes evident.</p>

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What it is, and what it is not – gamification in participatory gerontechnology development: results from a scoping review

  • Julia Schulze Pröbsting,
  • Katja A. Rießenberger,
  • Florian Fischer

摘要

Background

With social isolation, physical and mental activity, and digital literacy being crucial issues for older adults, new technologies and development approaches emerge. Gamification in technology shows promise in promoting these aspects, enhancing social well-being and lifelong learning. Involving older adults through participatory design processes of gamified technologies can help create technologies that meet the wishes and needs of this population. This scoping review aims to explore the current state of knowledge and provide an overview of the practiced participation levels when developing gamified technologies for older adults in participatory design.

Methods

A scoping review was conducted using the databases PubMed, Scopus, CINAHL from EBSCO, and ACM. A total of 54 studies were included. We applied content and thematic analysis depending on the specific identified themes and delivered qualitative summaries.

Results

Most studies emerged from Western countries. Despite claimed as participatory approaches, most studies fall under the category of “degree of tokenism”. It can furthermore be noted that with one exception there were no reports on the theoretical background of the gamification elements used. Diversity in this setting was still practiced very selectively with a focus on cultural diversity and binary gender diversity.

Conclusion

Despite the rising popularity of gamification and participatory design, a lack of standardization and transparency persists. With issues on diversity and inclusion, technological barriers for older adults, and additional factors of vulnerability in old age, a need for better reflection and more transparent reporting becomes evident.