Gamification vs. Exergaming Explained:
A Summary for Rehab Professionals

What’s the Difference Between Gamification and Exergaming?

Game-based therapy approaches like LudoFit PRO are gaining traction in various healthcare settings, but are often poorly understood by providers and patients alike. 

Many clinicians already know that exergaming is helpful to improving patient outcomes but they’re unsure about the nuances of the approach and how it works. Adding to the confusion is the frequent use of terms like ‘gamification’, ‘game-like’, or ‘gamified experiences’ to describe various therapy apps.  Sure, it sounds promising, but what exactly do these phrases mean in the context of therapy?

Learning the difference between exergaming or game-based learning, and gamification is an excellent place to start. 

 

What is Gamification?

Gamification is the modification of an activity with game-like features for the purposes of improving participant motivation and adherence. By “game-like” features, we mean:

  • Point systems (including high scores)
  • Characters/avatars
  • Challenges
  • Game pieces
  • Competitive elements (outscore your friends, race the clock, etc.)
  • Time limits
  • Progression tracking
  • Milestones and rewards

 

The key distinction to make when differentiating gamification from exergaming is that gamification simply adds game elements to any standard, non-gamified activity. It can be as mundane as playing the “airplane game” to get a baby to eat their peas or as involved as an obstacle course time trial for balance patients.

Gamification elements can also be leveraged in more subtle ways without an actual game to play per se. For example, weight loss challenges that pit friends against each other and provide visuals (like progress bars and milestone badges) can increase motivation and satisfaction.

 

What is Game-based learning?

Where gamification adds game-like elements to a standard activity, exergaming is a game designed to teach and/or motivate players for more engaged learning and activity training. In short, the game itself is the teaching experience.

For example, it is a common practice of language-learning apps and programs to use puzzles and other games to make the process more automatic and immersive.


What is exergaming and why is it effective?

Exergaming is actually a form of game-based learning.

Bringing it back to the healthcare environment, motion-sensing games like LudoFit PRO promote balance and motor learning using reaching tasks (grab a fish from your canoe!). 

Given the immense popularity of mobile and video games, it’s not surprising that exergames have been shown to dramatically improve patient adherence and motivation

The ability of exergames to make movements feel more fluid and automatic also bears great importance for motor learning patients. For rehab professionals looking to learn more, this CEU course explains the benefits in much greater depth. 

 

Exergaming vs. Gamification: Similarities, Differences, and Applications for Each

There is plenty of overlap in terms of the objectives and effects of gamified and game-based learning tools. However, understanding each method will allow you to take advantage of their strengths in select situations.

Similarities: Both gamification and exergames can train the participant to perform specific actions or behaviors. Both of these approaches can also enhance motivation, though potency of this effect varies based on the nature of the game (or added game elements). Finally, both gamification and exergaming can leverage productive failure to improve performance and motivation.

Differences: Exergaming typically places more emphasis on critical thinking and problem solving. Gamification is generally easier to adapt to group settings, fostering a fun and competitive learning environment. 

Each case is unique, but to provide general application guidelines, exergaming allows for a more immersive and rewarding experience for individuals that greatly improves motivation, critical thinking, and fluidity of movement. Gamification can be used by individuals or groups to increase motivation, but does not typically create as strong of a motivation boost.

 

Key Takeaways

Game-like features have demonstrable potential for increasing motivation and engagement for many populations (rehab patients, students, etc.). 

The way these features are packaged and delivered can affect the participant’s experience and progress in meaningful ways.

Evidence-based exergames like those offered in the LudoFit app give rehab clinicians a powerful tool for not only improving patient performance, but increasing their adherence to home exercise programs.

With greater understanding and greater adoption, game-based tools can make a greater impact on the healthcare industry that translates directly to better outcomes for patients. 

About the Author

Tim Kalantjakos is a licensed PTA with clinical experience in outpatient therapy settings, and a freelance staff writer for the Ludica Health’s blog.

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An interactive exercise app for patients to use at home or during therapy.