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HealthyTogether
2 references·16 citing·51 second hopsampled
HealthyTogether (2014)HealthyTogetherGamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…Gamification of cooperation: A framework, literature review and future research agenda (2022)Gamification of cooperation: …RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom (2021)RETRACTED: Capturing potentia…Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types (2021)Potential and effects of pers…Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review (2021)Gamified Wearable Fitness Tra…A Bibliometric Analysis of Gamification Research (2021)A Bibliometric Analysis of Ga…An experimental study on the effects of gamified cooperation and competition on English vocabulary learning (2020)An experimental study on the …A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’ (2020)A Gamification-Based Interven…Gamification vs. Privacy: Identifying and Analysing the Major Concerns (2019)Gamification vs. Privacy: Ide…Game elements from literature review of gamification in healthcare context (2019)Game elements from literature…Developing and implementing a gamification method to improve user engagement: A case study with an m-Health application for hypertension monitoring (2019)Developing and implementing a…Can gamification improve financial behavior? The moderating role of app expertise (2019)Can gamification improve fina…An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…Creating Gameful Design in mHealth: A Participatory Co-Design Approach (2018)Creating Gameful Design in mH…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Designing Cooperative Gamification (2017)Designing Cooperative Gamific…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)Evaluating a ‘non-diet’ wellness intervention for improvement of metabolic fitness, psychological well-being and eating and activity behaviors (2002)An Overview of Serious Games (2014)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Digital Behaviour Change Interventions to Break and Form Habits (2018)GameFlow (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Reality is broken: why games make us better and how they can change the world (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Intraclass correlations: Uses in assessing rater reliability. (1979)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The maturing of gamification research (2017)Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Using thematic analysis in psychology (2006)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Recommendations for Implementing Gamification for Mental Health and Wellbeing (2020)A framework and immersive serious game for mild cognitive impairment (2021)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Consumers acceptance of artificially intelligent (AI) device use in service delivery (2019)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)A Theory of Social Comparison Processes (1954)The Economic Importance of Financial Literacy: Theory and Evidence (2014)Young adults' financial well-being: current insights and future directions (2022)Game on! A state-of-the-art overview of doing business with gamification (2023)A technique for measurement of attitudes (1932)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Understanding the dark side of gamification health management: A stress perspective (2021)Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms (2022)Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students (2022)Expectancy–Value Theory of Achievement Motivation (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Learning Vocabulary in Another Language (2001)It is Really Not a Game: An Integrative Review of Gamification for Service Research (2022)From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners (2023)The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review (2023)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis (2022)Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions (2022)Gamification for behavior change: A scientometric review (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment (2023)Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review (2023)Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)
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References

  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game877 cited

Cited by

  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research2,229 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,393 cited
  • 2019Developing and implementing a gamification method to improve user engagement: A case study with an m-Health application for hypertension monitoring156 cited
  • 2019Can gamification improve financial behavior? The moderating role of app expertise126 cited
  • 2022Gamification of cooperation: A framework, literature review and future research agenda108 cited
  • 2018Creating Gameful Design in mHealth: A Participatory Co-Design Approach102 cited
  • 2021A Bibliometric Analysis of Gamification Research102 cited
  • 2020An experimental study on the effects of gamified cooperation and competition on English vocabulary learning93 cited
  • 2017Designing Cooperative Gamification51 cited
  • 2019An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes51 cited
  • 2019Game elements from literature review of gamification in healthcare context48 cited
  • 2021RETRACTED: Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom

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46 cited
  • 2020A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: ‘The Matrix rEFvolution Program’42 cited
  • 2019Gamification vs. Privacy: Identifying and Analysing the Major Concerns41 cited
  • 2021Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types41 cited
  • 2021Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review37 cited