Skip to main content

Augmented Reality Technology: A Systematic Review on Gaming Strategy for Medication Adherence

  • Chapter
  • First Online:
Recent Innovations in Artificial Intelligence and Smart Applications

Abstract

As global health concerns become more complex, technological intervention is needed to achieve the Sustainable Development Goal. This study explores the use of the internet of things (IoT) and augmented reality (AR) applications for medication adherence. IOT devices can collect, transmit, and store up information not including the need for human or computer involvement. It has potential to streamline and improve healthcare. AR, is an advancement in technology which permits patients to interact with virtual objects in a natural way by proactively predicting health conditions, detecting, providing care, and observing patient role while inside and outside the healthcare center. A systematized scoping literature review was conducted on academic databases: Google Scholar, ACM, ScienceDirect, IEEE Xplore, and SpringerLink. The study identified components of IoT, AR, gaming strategy relevant to the healthcare domain and medication adherence. Further discourses applications of AR in the medical disciplines and focus on improving adherence to medication through gaming. The study, point out how AR has enhanced user experience in adherence to medication through gaming. Using AR in health care will provide us with a better understanding of how to deliver health services and how AR technology will be used to enhance global health care in the coming decade.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. J.T. Kelly et al., The Internet of things: impact and implications for health care delivery. J. Med. Internet Res. 22(11), e20135 (2020)

    Article  Google Scholar 

  2. L. Bai et al., Chinese experts’ consensus on the Internet of things-aided diagnosis and treatment of coronavirus disease 2019 (COVID-19). Clin. eHealth 3, 7–15 (2020)

    Article  Google Scholar 

  3. G. Xiang et al., Clinical guidelines on the application of Internet of things (IOT) medical technology in the rehabilitation of chronic obstructive pulmonary disease. J. Thorac. Dis. 13(8), 4629 (2021)

    Article  Google Scholar 

  4. L.M. Dang et al., A survey on Internet of things and cloud computing for healthcare. Electronics 8(7), 768 (2019)

    Article  Google Scholar 

  5. K.M. Torres, A. Statti, Designing instruction and professional development to support augmented reality activities. Int. J. Fog Comput. (IJFC) 4(1), 18–36 (2021)

    Article  Google Scholar 

  6. M. Al-Emran et al., What impacts learning with wearables? An integrated theoretical model. Interact. Learn. Environ., 1–21 (2020)

    Google Scholar 

  7. G. Jha, P. Singh, L. Sharma, Recent advancements of augmented reality in real time applications. Int. J. Rec. Technol. Eng. 8(2S7), 538–542 (2019)

    Google Scholar 

  8. P. Parekh et al., Systematic review and meta-analysis of augmented reality in medicine, retail, and games. Vis. Comput. Ind. Biomed. Art 3(1), 1–20 (2020)

    Article  Google Scholar 

  9. A. Dünser, R. Grasset, M. Billinghurst, A Survey of Evaluation Techniques Used in Augmented Reality Studies (Human Interface Technology Laboratory New Zealand, 2008)

    Google Scholar 

  10. Medal, 3 Big Augmented Reality Trends to Watch This Year (2018) [cited 29 Nov 2021]. Available from: https://www.inc.com/andrew-medal/augmented-reality-wearables-are-about-to-go-mainstream-if-they-can-do-these-3-things.html

  11. InsightSuccess, Augmented Reality, Virtual Reality, and eSports: The Buzzwords of Gaming Industry Where the Future Lies (2018) [cited 20 Nov 2021]. Available from: https://www.insightssuccess.com/augmented-reality-virtual-reality-esports-buzzwords-gaming-industry-future-lies/

  12. A. Leichman, 8 Ways Augmented and Virtual Reality are Changing Medicine (2018) [cited 23 Nov 2021]. Available from: https://www.israel21c.org/8-ways-augmented-and-virtual-reality-are-changing-medicine/

  13. D. Madison, The future of augmented reality in healthcare. Health Manag. 18(1) (2018)

    Google Scholar 

  14. A.A. AlQudah, M. Al-Emran, K. Shaalan, Technology acceptance in healthcare: a systematic review. Appl. Sci. 11(22), 10537 (2021)

    Article  Google Scholar 

  15. S. Jang, P.J. Kitchen, J. Kim, The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: evidence from mobile exercise application uses. J. Bus. Res. 92, 250–259 (2018)

    Article  Google Scholar 

  16. P. Pereira et al., A review of gamification for health-related contexts, in International Conference of Design, User Experience, and Usability (Springer, 2014)

    Google Scholar 

  17. D.E. de Oliveira, M.V. de Souza, W.B. Barroso, Augmented reality in drug package: a promising strategy against non-adherence in the treatment of tuberculosis. Med. Res. 4(1–2) (2020)

    Google Scholar 

  18. M. Viswanathan et al., Interventions to improve adherence to self-administered medications for chronic diseases in the United States: a systematic review. Ann. Intern. Med. 157(11), 785–795 (2012)

    Article  Google Scholar 

  19. W. Piekarski, B. Thomas, ARQuake: the outdoor augmented reality gaming system. Commun. ACM 45(1), 36–38 (2002)

    Article  Google Scholar 

  20. G.J. Klinker et al., Confluence of computer vision and interactive graphies for augmented reality. Presence Teleop. Virtual Environ. 6(4), 433–451 (1997)

    Google Scholar 

  21. H.-K. Wu et al., Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 62, 41–49 (2013)

    Article  Google Scholar 

  22. F. Eishita, K. Stanley. Analyzing play experience sensitivity to input sensor noise in outdoor augmented reality smartphone games, in Proceedings of the 2015 British HCI Conference (2015)

    Google Scholar 

  23. P. Das et al., Augmented reality video games: new possibilities and implications for children and adolescents. Multimodal Technol. Interact. 1(2), 8 (2017)

    Article  Google Scholar 

  24. K. Davis, N. Drey, D. Gould, What are scoping studies? A review of the nursing literature. Int. J. Nurs. Stud. 46(10), 1386–1400 (2009)

    Article  Google Scholar 

  25. J. Peterson et al., Understanding scoping reviews: definition, purpose, and process. J. Am. Assoc. Nurse Pract. 29(1), 12–16 (2017)

    Article  Google Scholar 

  26. K.K. Westphaln et al., From Arksey and O'Malley and Beyond: customizations to enhance a team-based, mixed approach to scoping review methodology. Methods X, 101375 (2021)

    Google Scholar 

  27. S. Cooper et al., An evidence-based checklist for improving scoping review quality. Clin. Nurs. Res. 30(3), 230–240 (2021)

    Article  Google Scholar 

  28. V. Parekh, D. Shah, M. Shah, Fatigue detection using artificial intelligence framework. Augment. Hum. Res. 5(1), 1–17 (2020)

    Article  Google Scholar 

  29. N. Joshi, Augmented Reality Trends in 2018 (2018) [cited 29 Nov 2021]. Available from: https://www.allerin.com/blog/augmented-reality-trends-in-2018

  30. T. Nilsen, S. Linton, J. Looser, Motivations for augmented reality gaming. Proc. FUSE 4, 86–93 (2004)

    Google Scholar 

  31. T. Bargen, C. Zientz, R. Haux, Gamification for mHealth—a review of playful mobile healthcare. Integr. Inf. Technol. Manag. Qual. Care 202, 225 (2014)

    Google Scholar 

  32. A. DeSmet et al., A meta-analysis of serious digital games for healthy lifestyle promotion. Prev. Med. 69, 95–107 (2014)

    Article  Google Scholar 

  33. H. Kharrazi et al., A scoping review of health game research: past, present, and future. Games Health Res. Dev. Clin. Appl. 1(2), 153–164 (2012)

    Article  Google Scholar 

  34. Y. Oh, S. Yang, Defining exergames & exergaming, in Proceedings of Meaningful Play, vol. 2010 (2010), pp. 21–23

    Google Scholar 

  35. Y. Kim et al., It should be a game for fun, not exercise”: tensions in designing health-related features for Pokémon GO, in Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (2020)

    Google Scholar 

  36. E. Fletcher et al., Is the relationship between sedentary behaviour and cardiometabolic health in adolescents independent of dietary intake? Syst. Rev. Obes. Rev. 16(9), 795–805 (2015)

    Article  Google Scholar 

  37. J.-L. Chen, M.E. Wilkosz, Efficacy of technology-based interventions for obesity prevention in adolescents: a systematic review. Adolesc. Health Med. Ther. 5, 159 (2014)

    Google Scholar 

  38. M. Miyachi et al., METs in adults while playing active video games: a metabolic chamber study. Med. Sci. Sports Exerc. 42(6), 1149–1153 (2010)

    Article  Google Scholar 

  39. M. Winand, A. Ng, T. Byers, Pokémon “Go” but for how long?: a qualitative analysis of motivation to play and sustainability of physical activity behaviour in young adults using mobile augmented reality, in Managing Sport and Leisure (2020), pp. 1–18

    Google Scholar 

  40. L. Lanningham-Foster et al., Energy expenditure of sedentary screen time compared with active screen time for children. Pediatrics 118(6), e1831–e1835 (2006)

    Article  Google Scholar 

  41. K.B. Howe et al., Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study. BMJ 355 (2016)

    Google Scholar 

  42. E.J. Martínez-López et al., Effects of the augmented reality game Pokémon GO on fitness and fatness in secondary school students. Health Educ. J. 00178969211047800 (2021)

    Google Scholar 

  43. A. Lenhart et al., Teens, Video Games, and Civics: Teens’ Gaming Experiences are Diverse and Include Significant Social Interaction and Civic Engagement (Pew Internet and American Life Project, 2008)

    Google Scholar 

  44. S. Uma, Latest research trends and challenges of computational intelligence using artificial intelligence and augmented reality, in Computational Intelligence and Sustainable Systems. (Springer, 2019), pp.43–59

    Chapter  Google Scholar 

  45. C.A. Steinkuehler, D. Williams, Where everybody knows your (screen) name: online games as “third places”. J. Comput.-Mediat. Commun. 11(4), 885–909 (2006)

    Article  Google Scholar 

  46. D.A. Gentile et al., The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies. Pers. Soc. Psychol. Bull. 35(6), 752–763 (2009)

    Article  Google Scholar 

  47. A. Lenhart et al., Teens, Social Media & Technology Overview 2015 (Pew Research Center [Internet & American Life Project], USA, 2015)

    Google Scholar 

  48. N. Al-Qaysi, N. Mohamad-Nordin, M. Al-Emran, Employing the technology acceptance model in social media: a systematic review. Educ. Inf. Technol. 25(6), 4961–5002 (2020)

    Article  Google Scholar 

  49. M. Sereno et al., Collaborative work in augmented reality: a survey. IEEE Trans. Vis. Comput. Graph. (2020)

    Google Scholar 

  50. Y.J. Halbrook, A.T. O’Donnell, R.M. Msetfi, When and how video games can be good: a review of the positive effects of video games on well-being. Perspect. Psychol. Sci. 14(6), 1096–1104 (2019)

    Article  Google Scholar 

  51. D. Lenihan, Health games: a key component for the evolution of wellness programs. Games Health Res. Dev. Clin. Appl. 1(3), 233–235 (2012)

    Article  Google Scholar 

  52. M. McCartney, Margaret McCartney: Game on for Pokémon GO. BMJ Br. Med. J. (Online) 354 (2016)

    Google Scholar 

  53. Niantic, Raid Battle (2016) [cited 15 Nov 2021]. Available from: https://niantic.helpshift.com/a/pokemon-go/?p=web&s=gyms-and-battle&f=raid-battles

  54. Inc. Niantic, Never Miss a Step—Introducing Adventure Sync (2018) [cited 15 Nov 2021]. Available from: https://nianticlabs.com/blog/adventuresync/

  55. A.I. Wang, A. Skjervold, Health and social impacts of playing Pokémon Go on various player groups. Entertain. Comput. 39, 100443 (2021)

    Article  Google Scholar 

  56. T. Althoff, R.W. White, E. Horvitz, Influence of Pokémon Go on physical activity: study and implications. J. Med. Internet Res. 18(12), e315 (2016)

    Article  Google Scholar 

  57. J.E. Barkley, A. Lepp, E.L. Glickman, “Pokémon Go!” may promote walking, discourage sedentary behavior in college students. Games Health J. 6(3), 165–170 (2017)

    Article  Google Scholar 

  58. A.G. LeBlanc, J.-P. Chaput, Pokémon Go: a game changer for the physical inactivity crisis? Prev. Med. 101, 235–237 (2017)

    Article  Google Scholar 

  59. B.D. Ma et al., Pokémon GO and physical activity in Asia: multilevel study. J. Med. Internet Res. 20(6), e9670 (2018)

    Article  Google Scholar 

  60. O. Marquet et al., Examining motivations to play Pokémon GO and their influence on perceived outcomes and physical activity. JMIR Ser. Games 5(4), e8048 (2017)

    Google Scholar 

  61. C.R. Nigg, D.J. Mateo, J. An, Pokémon GO may increase physical activity and decrease sedentary behaviors. Am. J. Public Health 107(1), 37 (2017)

    Article  Google Scholar 

  62. A. Pyae, L. Mika, J. Smed, Understanding players’ experiences in location-based augmented reality mobile games: a case of Pokémon Go, in Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (2017)

    Google Scholar 

  63. K. Peltzer et al., Religiosity and health risk behaviour among university students in 26 low, middle and high income countries. J. Relig. Health 55(6), 2131–2140 (2016)

    Article  Google Scholar 

  64. M. Bowerman, Children’s Hospital Using ‘Pokémon Go’ to Get Patients out of Bed (USA Today, 2016)

    Google Scholar 

  65. T.H. Laine, R.S. Lindberg, Designing engaging games for education: a systematic literature review on game motivators and design principles. IEEE Trans. Learn. Technol. 13(4), 804–821 (2020)

    Article  Google Scholar 

  66. C. Jones et al., Gaming well: links between videogames and flourishing mental health. Front. Psychol. 5, 260 (2014)

    Article  Google Scholar 

  67. L. McLean, M.D. Griffiths, The psychological effects of video games on young people. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport Blanquerna 31(1), 119–133 (2013)

    Google Scholar 

  68. D. Johnson et al., Videogames and wellbeing: a comprehensive review (2013)

    Google Scholar 

  69. S. Laato, A.N. Islam, T.H. Laine, Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behav. Inform. Technol., 1–17 (2021)

    Google Scholar 

  70. S. Attfield et al., Towards a science of user engagement (position paper), in WSDM Workshop on User Modelling for Web Applications (2011)

    Google Scholar 

  71. T. Baranowski, E.J. Lyons, Scoping review of Pokémon Go: comprehensive assessment of augmented reality for physical activity change. Games Health J. 9(2), 71–84 (2020)

    Article  Google Scholar 

  72. VentureBeat, Augmented Reality Takes Makeover Tech to the Next Level (2016) Available from: https://venturebeat.com/2016/07/24/augmented-reality-takes-makeover-tech-to-the-next-level/

  73. A.M. Clark, M.T. Clark, Pokémon Go and Research: Qualitative, Mixed Methods Research, and the Supercomplexity of Interventions (SAGE Publications Sage CA, Los Angeles, CA, 2016)

    Google Scholar 

  74. Y. Li et al., Pokémon GO! GO! GO! The impact of Pokémon GO on physical activity and related health outcomes. mHealth 7 (2021)

    Google Scholar 

  75. M. Busel, The 6 Biggest Challenges Facing Augmented Reality (2017) Retrieved from Hapitcal

    Google Scholar 

  76. A.O. Alkhamisi, S. Arabia, M.M. Monowar, Rise of augmented reality: current and future application areas. Int. J. Internet Distrib. Syst. 1(04), 25 (2013)

    Article  Google Scholar 

Download references

Acknowledgements

Our acknowledgement goes to all that support in this research work.

Funding

This research work is not funded by any organization.

Declaration of Interests

The authors have no conflicts of interest about this research.

Authors’ Contribution Statements

R. O. Adetunji: Conceptualization, investigation, methodology, validation, visualization, writing-original draft preparation, and writing-review, and editing. M. A. Strydom: validation and supervision. All authors read and approved the manuscript. M. E. Herselman: validation and supervision. All authors read and approved the manuscript. A. Botha: validation and supervision. All authors read and approved the manuscript”.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to R. O. Adetunji .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Adetunji, R.O., Strydom, M.A., Herselman, M.E., Botha, A. (2022). Augmented Reality Technology: A Systematic Review on Gaming Strategy for Medication Adherence. In: Al-Emran, M., Shaalan, K. (eds) Recent Innovations in Artificial Intelligence and Smart Applications. Studies in Computational Intelligence, vol 1061. Springer, Cham. https://doi.org/10.1007/978-3-031-14748-7_3

Download citation

Publish with us

Policies and ethics