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Serious games for health
3 references·16 citing·49 second hop
Serious games for health (2010)Serious games for healthExploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Playing for Real (2008)Playing for RealConsiderations for the design of exergames (2007)Considerations for the design…Internet-of-things-enabled serious games: A comprehensive survey (2022)Internet-of-things-enabled se…Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to (2021)Individualization in serious …Social Technology Appropriation in Dementia: Investigating the Role of Caregivers in Engaging People with Dementia with a Videogame-based Training System (2020)Social Technology Appropriati…Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study (2020)Effects of a Personalized Fit…Gamification in Management: a systematic review and research directions (2019)Gamification in Management: a…Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…Keeping Users Engaged through Feature Updates (2017)Keeping Users Engaged through…How Gamification Affects Physical Activity (2017)How Gamification Affects Phys…Personalized and Adaptive Serious Games (2016)Personalized and Adaptive Ser…The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game (2014)The Use of Player-centered Po…Framework for personalized and adaptive game-based training programs in health sport (2014)Framework for personalized an…Design lessons from mainstream motion-based games for exergames for older adults (2014)Design lessons from mainstrea…Design guidelines for developing customised serious games for Parkinson’s Disease rehabilitation using bespoke game sensors (2014)Design guidelines for develop…Serious Gaming for Behavior Change: The State of Play (2013)Serious Gaming for Behavior C…Evaluating the impact of a cloud-based serious game on obese people (2013)Evaluating the impact of a cl…Exergaming for Elderly: Analyzing Player Experience and Performance (2011)Exergaming for Elderly: Analy…The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Games for a better life (2009)Developing Serious Games Specifically Adapted to People Suffering from Alzheimer (2012)Designing for meaningful social interaction in digital serious games (2020)GameFlow (2005)Adaptive exergames to support active aging: An action research study (2016)Beyond boredom and anxiety (1975)What makes things fun to learn? heuristics for designing instructional computer games (1980)Taxonomy of exertion games (2008)Movement-based sports video games: Investigating motivation and gaming experience (2009)Exergame design for elderly users (2010)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of video-game play on information processing: A meta-analytic investigation (2013)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)Flow: the psychology of optimal experience (1990)A model for types and levels of human interaction with automation (2000)Entertainment Computing and Serious Games (2016)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial (2024)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Do Women Shy Away From Competition? Do Men Compete Too Much? (2007)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Health Wearables, Gamification, and Healthful Activity (2019)A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges (2021)Understanding the Impact of Long-Term Memory on Self-Disclosure with Large Language Model-Driven Chatbots for Public Health Intervention (2024)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)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)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module (2020)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Chapter 12: What does the Anthropocene hold for citizenship? (1905)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Player Types and Game Element Preferences: Investigating the Relationship with the Gamification User Types HEXAD Scale (2021)Initiatives and challenges in using gamification in transportation: a systematic mapping (2022)Can gamification help green supply chain management firms achieve sustainable results in servitized ecosystem? An empirical investigation (2023)Digital game-based learning (2003)From game design elements to gamefulness (2011)Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale (2023)
this work references cited by second hop

References

  • 2008Playing for Real998 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2007Considerations for the design of exergames371 cited

Cited by

  • 2016Personalized and Adaptive Serious Games152 cited
  • 2019Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights126 cited
  • 2017How Gamification Affects Physical Activity74 cited
  • 2020Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study71 cited
  • 2014Design guidelines for developing customised serious games for Parkinson’s Disease rehabilitation using bespoke game sensors67 cited
  • 2014Framework for personalized and adaptive game-based training programs in health sport66 cited
  • 2019Gamification in Management: a systematic review and research directions64 cited
  • 2021Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to52 cited
  • 2017Keeping Users Engaged through Feature Updates52 cited
  • 2013Evaluating the impact of a cloud-based serious game on obese people51 cited
  • 2020Social Technology Appropriation in Dementia: Investigating the Role of Caregivers in Engaging People with Dementia with a Videogame-based Training System

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48 cited
  • 2014The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game48 cited
  • 2022Internet-of-things-enabled serious games: A comprehensive survey41 cited
  • 2013Serious Gaming for Behavior Change: The State of Play41 cited
  • 2011Exergaming for Elderly: Analyzing Player Experience and Performance23 cited
  • 2014Design lessons from mainstream motion-based games for exergames for older adults14 cited