SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
16 references·6 citing·39 second hop
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples (2015)Digital Games for Type 1 and Type 2 Diabe…The Transtheoretical Approach (2019)The Transtheoretical ApproachHow to Systematically Assess Serious Games Applied to Health Care (2014)How to Systematically Assess …Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A game plan: Gamification design principles in mHealth applications for chronic disease management (2014)A game plan: Gamification des…Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …Exergames for health and fitness: the roles of GPS and geosocial apps (2013)Exergames for health and fitn…‘Gamification’: Influencing health behaviours with games (2013)‘Gamification’: Influencing h…Thinking, Fast and Slow (2011)Thinking, Fast and SlowPredictably irrational: the hidden forces that shape our decisions (2008)Predictably irrational: the h…The Transtheoretical Approach (2005)The Transtheoretical ApproachHandbook of Psychotherapy Integration (2005)Handbook of Psychotherapy Int…Self-Regulation (2000)Self-RegulationSelf-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Eating habits, body weight, and insulin misuse. A longitudinal study of teenagers and young adults with type 1 diabetes. (1999)Eating habits, body weight, a…Self-efficacy: the exercise of control (1997)Self-efficacy: the exercise o…Fast and Slow (1975)Fast and SlowThe Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Use of Gamification in th…Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review (2021)Game Mechanisms in Serious Ga…The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies (2020)The Role of Gamification in H…Designing a Mobile Serious Game for Raising Awareness of Diabetic Children (2020)Designing a Mobile Serious Ga…What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps (2018)What’s in the Game? Developin…The Potential Role of Social Media and Interactive Technologies in Diabetes Education (2016)The Potential Role of Social …The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Detrimental effects of reward: Reality or myth? (1996)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families (2017)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)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)Does gamification increase engagement with online programs? A systematic review (2017)Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)Handbook of Positive Psychology (2001)Stages of change (2010)Psychotherapy relationships that work II. (2011)Influencing behaviour: The mindspace way (2011)Modelling with stakeholders – Next generation (2015)‘Hypernudge’: Big Data as a mode of regulation by design (2016)Stages of change in psychotherapy: A follow-up report. (1989)A Behavior Change Model for Internet Interventions (2009)Career development and transitions of athletes: the International Society of Sport Psychology Position Stand Revisited (2020)Dual-Process Theories of Higher Cognition (2013)Managerial cognitive capabilities and the microfoundations of dynamic capabilities (2014)Lazy, not biased: Susceptibility to partisan fake news is better explained by lack of reasoning than by motivated reasoning (2018)The Emerging Field of Emotion Regulation: An Integrative Review (1998)Expectancy–Value Theory of Achievement Motivation (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)The role of relationship and technique in therapeutic change. (2005)Mental Health Stigma in the Military (2014)The Course and Evolution of Dialectical Behavior Therapy (2015)
this work references cited by second hop

References

  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 1997Self-efficacy: the exercise of control24,284 cited
  • 2011Thinking, Fast and Slow14,316 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2008Predictably irrational: the hidden forces that shape our decisions2,514 cited
  • 2005Handbook of Psychotherapy Integration1,147 cited
  • 2019The Transtheoretical Approach605 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2005The Transtheoretical Approach500 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 2000Self-Regulation365 cited
  • 1999Eating habits, body weight, and insulin misuse. A longitudinal study of teenagers and young adults with type 1 diabetes.323 cited
  • 2013‘Gamification’: Influencing health behaviours with games319 cited
  • 1975Fast and Slow220 cited
  • 2013Exergames for health and fitness: the roles of GPS and geosocial apps143 cited
  • 2014

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

How to Systematically Assess Serious Games Applied to Health Care
133 cited

Cited by

  • 2023The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review53 cited
  • 2018What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps51 cited
  • 2020The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies42 cited
  • 2021Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review37 cited
  • 2020Designing a Mobile Serious Game for Raising Awareness of Diabetic Children33 cited
  • 2016The Potential Role of Social Media and Interactive Technologies in Diabetes Education20 cited