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Gamification and Health Literacy
Abstract
The growing body of knowledge on the effectiveness and usability of digital games in delivering health information to consumers reveals that the academic attention toward gaming has increased. An overabundance of health information for consumers is often very daunting. Healthcare workers need resources that focus on health literacy, and consumers demand easy to comprehend information in a user friendly format. This chapter explores how gamification as a mode of information exchange could provide answers to the health literacy issue and demonstrates how games can potentially be a natural platform to deliver information to consumers.
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