Simões-Silva, VítorMesquita, Ana Filipa DuarteSilva, Karla Lígia Santos daQuental, Vanessa Solange Aroucada Silva Marques, António2021-09-172021-09-172021Simões-Silva, V., Mesquita, A. F. D., Silva, K. L. S. d., Quental, V. S. A., & Marques, A. (2021). Gamification as upper limb rehabilitation process. In R. A. P. d. Queirós & A. J. Marques (Eds.), Handbook of research on solving modern healthcare challenges with gamification (pp. 243-257). IGI Global. https://doi.org/10.4018/978-1-7998-7472-09781799844720http://hdl.handle.net/10400.22/18401In our modern life world, health and well-being strongly dependo n the individual´s health behaviours. Motivation is a major factor of health behaviour change, and intrinsically motivated behaviour change is desirable as i tis both sustained and directly contributes to well-being. This raises the immediate question what kind of interventions are best positioned to intrinsically motivate health behaviour change. The current state of evidence supports that gamificationcan have a positive impact in health and wellbeing. In recente years, games and game technology have been used quite widely to investigate if they can help make rehabilitation more engaging for users. The underlying hypothesis is that the motivating qualities of games may be harnesses and embedded into a game-based rehabilitation system to improve the quality of user participation. (243-257).engGamification as upper limb rehabilitation processbook part10.4018/978-1-7998-7472-0