Gamified Wellbeing for All Ages How Technology and Gamification Can Support Physical and Mental Wellbeing in the Ageing Society

  • Lucia Pannese
  • David Wortley
  • Antonio Ascolese
Conference paper
Part of the IFMBE Proceedings book series (IFMBE, volume 57)


This paper explores the role of technology and gamification strategies in addressing serious societal health issues by providing tools and practices which support healthy ageing (thereby reducing the cost of care for the elderly).These tools and practices also provide an infrastructure and ecosystem that enables effective care and rehabilitation to take place in a home environment with more cost effective patient management from remote medical professionals. This paper emphasizes the importance and cost effectiveness of preventative healthcare based on influencing patient lifestyle behaviors, awareness and understanding and the value of citizen empowerment in personal health management.

The paper is based on the experiences of major European projects Rehab@Home, Pegaso and Doremi where the author’s company has been developing technology tools and gamified applications to improve physical and mental wellbeing for ages from teenagers to the elderly.


Gamification Wellbeing Prevention Ageing society Motivation 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Skinner, B.F. (1938). The Behavior of Organisms: An Experimental Analysis. Appleton-Century-Crofts, East Norwalk.Google Scholar
  2. 2.
    Nike Inc: Nike+ running (4.5.5 ed) (2014) [Mobile application software]. Retrieved from
  3. 3.
    Foursquare Labs: Foursquare (Version 7.0.11) (2014) [Mobile application software]. Retrieved from
  4. 4.
    Jozic Productions: 30 day ab challenge free (2.1st ed.) (2014) [Mobile application software]. Retrieved from
  5. 5.
    Joggle Research: Joggle Brain Training (Version 2.4) (2014) [Mobile application software]. Retrieved from
  6. 6.
    Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavioral change. Psychological Review, 84, 191-215.Google Scholar
  7. 7.
    Conner, M., Norman, P. (2005). Predicting Health behaviour. McGraw-Hill Education, Berkshire.Google Scholar
  8. 8.
    Turconi, G., Celsa, M., Rezzani, C., Biino, G., Sartirana, M. A., and Roggi, (2003). Reliability of a dietary questionnaire on food habits, eating behaviour and nutritional knowledge of adolescents, European journal of clinical nutrition, vol. 57, pp. 753-763.Google Scholar
  9. 9.
    Dunwell, I, Dixon, R., Morosini, D. (2015). A Mobile Serious Game for Lifestyle Change: Conveying nutritional knowledge and motivation through play.Google Scholar
  10. 10.
    Caon, M., Carrino, S., Mugellini, E., Dunwell, I, Morosini, D. (2015). Designing a Mobile Serious Game to Promote Healthy Lifestyles-Motivating teenagers to adopt healthy habits through play.Google Scholar
  11. 11.
    Feart C., Samieri C., Barberger-Gateau P. (2010). Mediterranean diet and cognitive function in older adults. Curr. Opin. Clin. Nutr. Metab. Care 13 14–18. 10.1097/MCO.0b013e3283331fe4Google Scholar
  12. 12.
    Ball, K., Berch, D. B., Helmers, K. F., Jobe, J. B., Leveck, M. D., Marsiske, M., et al. (2002). Effects of cognitive training interventions with older adults: A randomized controlled trial. Journal of the American MedicalAssociation, 288,2271-2281.Google Scholar
  13. 13.
    Winningham RG, Pike NL. (2007). A cognitive intervention to enhance institutionalized older adults’ social support networks and decrease loneliness. Aging and Mental Health.11(6):716–721. doi: 10.1080/13607860701366228.Google Scholar
  14. 14.
    Musian, D. &Ascolese, A. (2015). Gamified Cognitive Training to Prevent Cognitive Decline. In D. Novák, B. Tulu, & H. Brendryen (Eds.), Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. Hershey, PA: IGI Global.Google Scholar
  15. 15.
    Folstein, M.F., Folstein, S.E., McHugh, P.R. (1975). Mini-mental State: A Practical Method for Grading the Cognitive State of Patients for the Clinician. Journal of Psychiatric Research, 12, 189-198.Google Scholar
  16. 16.
    Nasreddine, Z.S., Phillips, N.A, Bédirian, V., Charbonneau, S., Whitehead, V., Collin, I., Cummings, J.L.C., Chertkow, H. (2005). The Montreal Cognitive Assessment, MoCA: A Brief Screening Tool For Mild Cognitive Impairment. Journal of the American Geriatric Society, 53, 695–699.Google Scholar
  17. 17.
    Gittings, N.S., Fozard, J.L. (1986). Age Related Changes in Visual Acuity. Experimental Gerontology, 21, 423-433.Google Scholar
  18. 18.
    Desrosiers, J., Hébert, R., Bravoa, G., Rochettea, A. (1999). Age-Related Changes in Upper Extremity Performance of Elderly People: a Longitudinal Study. Experimental Gerontology 34, 393-405.Google Scholar
  19. 19.
    Deterding, S. (2011). Meaningful play: Getting Gamification Right. Google Tech Talk.Google Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Lucia Pannese
    • 1
  • David Wortley
    • 1
  • Antonio Ascolese
    • 1
  1. 1.imaginary srlMilanItaly

Personalised recommendations