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Serious games and gamification: a new model for health education
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Keywords

Game
Education
Gamification

How to Cite

Serious games and gamification: a new model for health education. (2021). Electronic Journal Collection Health, 13(9), e8540. https://doi.org/10.25248/reas.e8540.2021

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Abstract

Objective: To evaluate the use, applicability, accessibility and effectiveness of gamification resources to improve prevention and health promotion within the general population, in order to guide further research. Methods: The Pubmed database was used for a systematic review of articles that met the inclusion and exclusion criteria and analysis of statistical data provided by the platform. Results: 39 articles were selected by reading the articles after applying the inclusion and exclusion criteria. Thus, it led us to analyze the main subject categories, type of study, country/region as subject, article language, journal name and year of publication. Showing different results in different populations within primary, secondary and tertiary prevention. Final considerations:  In the review, weaknesses such as the small sample size, use of a homogeneous population and short duration of the intervention were observed. There were also some positive results, obtained in the objective analysis of the knowledge of the groups through tests and feedback from the participants.

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