Academic team: Dr Hannah Marston, Professor Graham Pike, Dr Zoe Walkington, Dr Ian Hesketh
Policing partners: TBC
ICT has come a long way since the turn of the 21st century. The notion of deploying and using digital games to assist people with physical activity and fall prevention, social engagement has gained traction. Furthermore, mobile apps have become a regular feature of ICT use and engagement within society used across different age cohorts for varying reasons, in addition to day-to-day activities such as accessing Word or PDF documents. This phenomenal development of mobile health (mHealth) apps over the last 10 years which are accessible and engaged by users via iOS or Android smartphone devices; has enabled self-monitoring and individuals to ‘quantify’ their lives through movements such as the quantified-self movement. Users’ of mHealth apps access their respective apps for a multitude of reasons and to monitor one’s own health and wellbeing across varying domains. What is common across all mHealth Apps and wearable devices is gamification.
Given the phenomenal development of mHealth Apps and games for health (G4H), coupled with the growing interest of health and wellbeing across emergency/ blue light service providers, there is a need to undertake a scoping review to ascertain what existing evidence and engagement has/is been conducted relating to mHealth Apps and G4H.
|Title||Outputs type||Lead academic||Year|
|Games for health and mHealth apps for police and blue light personnel: A research review||Journal paper||Marston, H||2020|
|Games for health and mHealth apps for police and blue light personnel||Scoping review||Marston, H.||2020|