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Ageing and prevention using playful approaches: Digital and on-site

Period: 01.12.2022 - 31.12.2025

This project aims to adapt an existing app to the target group of older adults and the topic of prevention and care provision.

Using a gamification approach, the aim is to increase accessibility to services and stakeholders for the prevention of the need for care. Recently, the use of playful intervention forms (e.g., gamification, serious games) has proven to be an innovative and effective strategy (Dadaczynski et al., 2016; Tolks et al., 2020).

For this project more specifically, we aim to support older adults in their ability to find, understand, evaluate, and use health and care-related information, services and stakeholders (Sørensen et al., 2012). The app is implemented as a location-based game. The game’s progression is is affected by the continual alteration of the geographical location, comparable to a scavenger hunt. Based on a storyline, the participants pass through various relevant stations, which are represented by regional stakeholders with a focus on preventing the need for care. This is intended to familiarise app users with local health and prevention-related support resources in a low-threshold manner (Krah et al., 2021).

In order to meet the actual wishes and needs of the new target group ‘older adults’, a participatory, iterative technology development approach for the app is being pursued, in which methods such as co-creation workshops or field tests are carried out in real-world conditions.

Literature

  • Dadaczynski, K., Schiemann, S. & Paulus, P. (Hrsg.) (2016). Gesundheit spielend fördern: Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention: Weinheim: Beltz Juventa Verlag.
  • Krah, V.; Frank, D. & Dadaczynski, K. (2021). Von Pokémon Go & Co lernen. Spielend zur Gesundheitskompetenz bei Jugendlichen mit Nebolus. HAG Stadtpunkte, Thema 1, 22-23.
  • Sørensen, K., Van den Broucke, S., Fullam, J., Doyle, G., Pelikan, J., Slonska, Z., Brand, H. & HLS-EU Consortium Health Literacy Project European (2012). Health literacy and public health: A systematic review and integration of definitions and models. BMC Public Health, 12, 80.
  • Tolks, D., Lampert, C. Dadaczynski, K., Maslon, E., Paulus, P., & Sailer, M. (2020). Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification. Bundesgesundheitsblatt – Gesundheitsforschung – Gesundheitsschutz, 63(6), 698-707.

 

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Publications

  • Rießenberger, K., Povse, K. & Fischer, F. (2024) Alter und gesundheitliche Vorsorge in Kempten über spielerische Ansätze - Digital und vor Ort  Executive Summary
  • Fischer, F., Redlich, M.-C., Schaller, M. & Rießenberger, K. (2024), Mit Pflege(-bedürftigkeit) auseinandersetzen: Erfahrungen aus einem partizipativen Prozess zur Weiterentwicklung einer digitalen Applikation für ältere Menschen, ProAlter, 1, 52-55, Link zu articlel
  • Wrona, K. J., Aschentrup, L., Freyer, O. & Fischer, F. (2024). Mentale Gesundheit spielerisch verbessern: Potenziale und Anforderungen digitaler Anwendungen. Prävention und Gesundheitsförderung. https://doi.org/10.1007/s11553-024-01148-6
  • Fischer, F., Rießenberger, K. A., Povse, K. & Dadaczynski, K. (2024). Ein Game Changer? Digital-unterstützte spielerische Ansätze zur Bewegungsförderung im höheren Lebensalter. Zeitschrift für Physiotherapeuten, 76(7), 43-47. https://doi.org/10.1007/s11553-024-01148-6
  • Aschentrup, L., Steimer, P. A., Dadaczynski, K., Mc Call, T., Fischer, F. & Wrona, K. J. (2024). Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health, 24, 69. https://doi.org/10.1186/s12889-023-17517-3
  • Dadaczynski, K., Tolks, D., Wrona, K. J., Mc Call, T. & Fischer, F. (2023). The untapped potential of Games for Health in times of crises. A critical reflection. Frontiers in Public Health, 11, 1140665. https://doi.org/10.3389/fpubh.2023.1140665