An innovative approach in gynecologic cancer care: Patient education and symptom management through gamification
| dc.contributor.author | Turgut, Ruveyda | |
| dc.contributor.author | Baştarcan, Çisem | |
| dc.date.accessioned | 2026-06-25T10:09:20Z | |
| dc.date.available | 2026-06-25T10:09:20Z | |
| dc.date.issued | 2026 | |
| dc.department | Enstitüler, Lisansüstü Eğitim Enstitüsü, Kadın Sağlığı ve Hastalıkları Hemşireliği Programı | |
| dc.description.abstract | Department of Midwifery, Faculty of Health Sciences, Istanbul Beykent University, Istanbul, Turkiye Gyneco logic cancers are among the leading causes of morbidity and mortality in women and lead to multidimen sional physical and psychosocial problems that negatively affect patients’ quality of life. Therefore, the use of innovative approaches in patient education and symptom management has gained increasing importance. The aim of this paper is to examine the contributions of gamification based applications to patient education and symptom management in gynecologic cancer care. This study is a literature based review that addresses the challenges faced by patients with gynecologic cancer during the care process and the potential effects of gamification based interventions. In line with current studies, the theoretical foundations of gamification, its application areas, and its effects on patient outcomes were evaluated. Patients with gynecologic cancer expe rience not only physical symptoms such as pain, fatigue, and limited mobility, but also psychosocial problems including anxiety, depression, and social isolation. These conditions negatively affect treatment adherence and overall quality of life. Gamification is an innovative approach that increases motivation and engagement by incorporating game elements such as points, badges, rewards, feedback, and competition. The literature indicates that gamified mobile applications facilitate medication adherence, improve compliance with treat ment, and support patients in taking a more active role in symptom management. In addition, gamified exercise programs have been shown to enhance physical activity and contribute to the rehabilitation process, while strengthening motivation and self efficacy in psychosocial support processes. It is emphasized that gamification based systems support sustainable learning, particularly through personalized education and feedback mechanisms. In conclusion, gamification stands out as an effective and innovative approach that supports patient education and symptom management in gynecologic cancer care. This approach has the potential to improve quality of life by increasing patients’ active participation in their treatment processes. However, there is a need for large scale, randomized controlled studies to evaluate the effectiveness of gam ification applications in the field of gynecologic oncology. It is recommended that healthcare professionals integrate gamification based applications into patient centered care models. | |
| dc.identifier.citation | Turgut, R., & Baştarcan, Ç. (2026). An innovative approach in gynecologic cancer care: Patient education and symptom management through gamification. 2nd International Oncology Nursing Association Congress, Istanbul, Turkey, (p. 200). Nobel Tıp Kitabevleri. | |
| dc.identifier.endpage | 200 | |
| dc.identifier.isbn | 9786258984170 | |
| dc.identifier.startpage | 200 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.13055/1516 | |
| dc.institutionauthor | Turgut, Ruveyda | |
| dc.language.iso | en | |
| dc.publisher | Nobel Tıp Kitabevleri | |
| dc.relation.ispartof | 2nd International Oncology Nursing Association Congress | |
| dc.relation.publicationcategory | Konferans Öğesi - Ulusal - Öğrenci | |
| dc.rights | info:eu-repo/semantics/openAccess | |
| dc.subject | Gamification | |
| dc.subject | Gynecological Cancers | |
| dc.subject | Nursing | |
| dc.subject | Patient Education | |
| dc.subject | Symptom Management | |
| dc.title | An innovative approach in gynecologic cancer care: Patient education and symptom management through gamification | |
| dc.type | Conference Object | |
| dspace.entity.type | Publication |












