Gamification is defined in the Oxford English Dictionary as “The application of typical elements of game playing (e.g. point scoring, competition with others, rule of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.”1 Increasingly, as highlighted in the new study by Patel and colleagues,2 it is being used in medicine and public health to motivate behavior change.
Kawachi I. It’s All in the Game—The Uses of Gamification to Motivate Behavior Change. JAMA Intern Med. 2017;177(11):1593–1594. doi:https://doi.org/10.1001/jamainternmed.2017.4798
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