Health Promotion and the Gamification of Health

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These flashcards cover key concepts related to health promotion, its values, models of change, and the gamification of health.

Last updated 1:16 AM on 3/17/26
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11 Terms

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Health Promotion

The process of enabling people to increase control over, and improve, their health.

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Equity and Social Justice

Values that imply fairness and the need for equitable access to health opportunities.

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Upstream Interventions

Preventive measures that address root causes of health issues rather than the immediate problems.

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Downstream Interventions

Reactive actions to deal with health problems that have already occurred.

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Ottawa Charter for Health Promotion

A framework established in 1986 outlining strategies for achieving health for all.

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Social Determinants of Health

Conditions in which people are born, grow, live, work, and age that affect health outcomes.

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Gamification

The application of game elements to non-game contexts to encourage engagement and behavior change.

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Fitbit

A device that tracks physical activity and encourages users to be active through gamification.

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Health Belief Model

A psychological model that explains and predicts health behaviors by focusing on beliefs and attitudes.

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Community Empowerment

The process of enabling communities to take control over their health and make decisions impacting their wellbeing.

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Personal Skills Development

Enhancing individual skills and knowledge to promote better health outcomes.