Gamification for Health Promotion

Purpose

Purpose is to develop and research gamified and health game interventions for health promotion among children, adolescents and families. Our interventions aim to:

  • increase knowledge, understanding and skills
  • support behavior change and healthy life style
  • strengthen self-efficacy, self-esteem and health literacy.

The research projects are carried out together with the departments of Nursing Science and Future Technologies of the University of Turku. We also participate in other projects led by other disciplines in the field of serious gaming. Key aspects in our projects are:

  • Our interventions are developed and researched in a multidisciplinary team of researchers and stakeholders, based on the latest research evidence and relevant theory.
  • We are following rigorously user centered design process and valuing highly the needs, visions and perceptions of our target groups.
  • We are conducting studies during the development of the interventions to assess their usability and feasibility from the perspective of the users and contexts of use.
  • We are conducting studies during the implementation of the interventions to assess their validity, quality and effectiveness from the perspective of the user outcomes, stakeholders and organizations.

Projects

EmpowerKids

During the EmpowerKids project, a mobile assisted intervention was developed. Intervention aims to empower children to make healthy choices in their daily life and to facilitate health and social education for children. We are currently updating the EmpowerKids application.

More information: www.empowerkids.eu

Contact information: Anni Pakarinen, PhD, MHSc, RN (anni.pakarinen@utu.fi)

 

Movenator

During the Movenator project, a mobile game intervention was developed. Intervention aims to promote pre-adolescents’ physical activity and physical activity self-efficacy. We are currently evaluating the effectiveness of the intervention among school-aged children.

Contact information: Anni Pakarinen, PhD, MHSc, RN (anni.pakarinen@utu.fi)

 

 

NO! To smoking & FUME

The aim of the project is to increase understanding on health literacy, and tobacco-preventive health education needs and expectations from adolescents’ perspective. Further, the aim is to develop a digital health game that supports health literacy and a tobacco free lifestyle in 10 to 13-year-old early adolescents.

More information: http://fume.utu.fi/
Fume on mukana Terveyskylä.fi:n Nuortentalon sovellusten joukossa!

Contact information: Heidi Parisod, PhD, MHSc, PHN/RN (hemapar@utu.fi)

 

Stepping

During the Stepping project, led by Stepfamily association of Finland, a mobile assisted intervention was developed. Intervention aims to support the wellbeing, relationships and functioning of stepfamilies. We are currently evaluating the feasibility of the intervention among stepfamilies and professionals.

More information: www.stepapp.fi

Contact information: Anni Pakarinen, PhD, MHSc, RN (anni.pakarinen@utu.fi)

Dreamcatcher

During the Dreamcatcher project, a health game intervention is under development. Intervention aims to educate preschool-aged children (4-6y) to be prepared for anesthesia and to reduce their anxiety.

Contact information: Brynja Ingadóttir, PhD, RN, CNS (Landspitali University Hospital), Associate Professor (University of Iceland)

Qvalidi 2019 Tool

Qvalidi 2019 tool was developed during 2017-2018 among team of experts from health care and information technology. Qvalidi tool aims to evaluate the quality and validity of digital health applications and health games. Tool can be used by developers as a checklist in product development and by health care providers when choosing high quality digital health solutions to be implemented in health care.

Contact information: Lotta Hamari, PhD, MHSc, PT (lotta.hamari@utu.fi)

 

Principal investigator

Sanna Salanterä Professorsansala@utu.fi
Anni Pakarinen Postdoctoral Researcher, PhD, MHSc, RNankorh@utu.fi