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Playing for Real
5 references·16 citing·42 second hop
Playing for Real (2008)Playing for RealGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)The role of desires and antic…The role of transportation in the persuasiveness of public narratives. (2000)The role of transportation in…Tailoring Health Messages: Customizing Communication With Computer Technology (1999)Tailoring Health Messages: Cu…Story: Substance, Structure, Style, and the Principles of Screenwriting (1997)Story: Substance, Structure, …Changing Behavior Using the Theory of Planned Behavior (2020)Changing Behavior Using the T…Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)Gamification in Apps and Tech…How feedback boosts motivation and play in a brain-training game (2015)How feedback boosts motivatio…Games for Health for Children—Current Status and Needed Research (2015)Games for Health for Children…Assessing the effectiveness of digital game-based learning: Best practices (2015)Assessing the effectiveness o…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…Gaming well: links between videogames and flourishing mental health (2014)Gaming well: links between vi…Designing Serious Game Interventions for Individuals with Autism (2014)Designing Serious Game Interv…A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits (2011)Exergames for Physical Educat…Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Video Game Play, Child Diet, …A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…Digital game-based learning: Towards an experiential gaming model (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)The Measurement of Observer Agreement for Categorical Data (1977)Health Behavior and Health Education: Theory, Research, and Practice (1992)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Habit and intention in everyday life: The multiple processes by which past behavior predicts future behavior. (1998)Intentional social action in virtual communities (2002)Residual Effects of Past on Later Behavior: Habituation and Reasoned Action Perspectives (2002)A social influence model of consumer participation in network- and small-group-based virtual communities (2004)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)‘Gamification’: Influencing health behaviours with games (2013)Effects of video-game play on information processing: A meta-analytic investigation (2013)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)Base-rate respect: From ecological rationality to dual processes (2007)Chameleons in imagined conversations: A new approach to understanding coordination of linguistic style in dialogs (2011)Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)Does gamification increase engagement with online programs? A systematic review (2017)Achieving Cultural Appropriateness in Health Promotion Programs: Targeted and Tailored Approaches (2003)Does tailoring matter? Meta-analytic review of tailored print health behavior change interventions. (2007)Persuasive System Design Does Matter: a Systematic Review of Adherence to Web-based Interventions (2012)Entertainment-Education and Elaboration Likelihood: Understanding the Processing of Narrative Persuasion (2002)Prejudice Reduction: What Works? A Review and Assessment of Research and Practice (2008)Reading Literary Fiction Improves Theory of Mind (2013)
this work references cited by second hop

References

  • 2000The role of transportation in the persuasiveness of public narratives.4,849 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2001The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour1,804 cited
  • 1997Story: Substance, Structure, Style, and the Principles of Screenwriting809 cited
  • 1999Tailoring Health Messages: Customizing Communication With Computer Technology635 cited

Cited by

  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps488 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2011Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits453 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited
  • 2015Assessing the effectiveness of digital game-based learning: Best practices

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347 cited
  • 2014Gaming well: links between videogames and flourishing mental health287 cited
  • 2020Changing Behavior Using the Theory of Planned Behavior284 cited
  • 2019Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review280 cited
  • 2014Designing Serious Game Interventions for Individuals with Autism276 cited
  • 2015How feedback boosts motivation and play in a brain-training game245 cited
  • 2015Games for Health for Children—Current Status and Needed Research243 cited
  • 2010Video Game Play, Child Diet, and Physical Activity Behavior Change228 cited