Abstract
Recent years have been characterised by a rising interest in using entertainment computing to monitor, maintain, and improve human health. This is observed in many systems and applications that leverage the benefits of a playful and enjoyable experience to provide a technology-enabled health intervention. This paper reviews one decade of papers (679) published at the intersection of health, entertainment and technology to determine trends, studies’ characteristics, type of solutions, domains of application and study purposes. Results show that there is a growing body of research in the area, with the majority of studies providing solutions for rehabilitation and addressing motor conditions related to stroke and/or fitness. Where half of the solutions reported are custom made, the bulk of those studies is performed with the purpose of evaluating the solutions proposed or validating their efficacy. In 80% of the cases, the studies are performed with subjects from the target population with sample sizes that have been steadily increasing over the years.
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Acknowledgements
Research supported by BRaNT (PTDC/CCICOM/30990/2017), MACBIOIDI (INTERREG program MAC/1.1.b/098) and NOVA-LINCS (PEest/UID/CEC/04516/2019).
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Silva, P., Bermúdez i Badia, S., Cameirão, M.S. (2021). Diving into a Decade of Games for Health Research: A Systematic Review. In: Yang, XS., Sherratt, R.S., Dey, N., Joshi, A. (eds) Proceedings of Fifth International Congress on Information and Communication Technology. ICICT 2020. Advances in Intelligent Systems and Computing, vol 1183. Springer, Singapore. https://doi.org/10.1007/978-981-15-5856-6_51
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DOI: https://doi.org/10.1007/978-981-15-5856-6_51
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