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The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia
15 references·6 citing·33 second hop
The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia (2015)The Wheel of Sukr: A Framework for Gamify…A THEORY OF HUMAN MOTIVATION (2017)A THEORY OF HUMAN MOTIVATIONGamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …‘Gamification’: Influencing health behaviours with games (2013)‘Gamification’: Influencing h…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Gamification and Serious Games for Personalized Health (2012)Gamification and Serious Game…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Interactive Games to Promote Behavior Change in Prevention and Treatment (2011)Interactive Games to Promote …Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Gamification towards sustainable mobile application (2011)Gamification towards sustaina…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Book Review: Pink, D.H. (2009). Drive: The Surprising Truth about What Motivates Us (2010)Book Review: Pink, D.H. (2009…Doing Good or Doing Well? Image Motivation and Monetary Incentives in Behaving Prosocially (2009)Doing Good or Doing Well? Ima…Nudge: improving decisions about health, wealth, and happiness (2008)Nudge: improving decisions ab…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …A theory of human motivation. (1943)A theory of human motivation.Gamification in Mobile Apps for Children With Disabilities: Scoping Review (2024)Gamification in Mobile Apps f…Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Gamification for sustainabili…Leveling Up Mental Well-Being: Harnessing the Power of Gamification Using Machine Learning (2023)Leveling Up Mental Well-Being…Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects (2019)Gamification in Health Behavi…Gamification design frameworks: a systematic mapping study (2018)Gamification design framework…Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study (2016)Gamifying Self-Management of …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)Purposive Behavior in Animals and Men (1950)Wisdom of the Body (1978)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Social Conditions as Fundamental Causes of Health Inequalities: Theory, Evidence, and Policy Implications (2010)A Review of School Climate Research (2013)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)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)Not just for the money: an economic theory of personal motivation (1997)Pay Enough or Don't Pay at All* (2000)Incentives and Prosocial Behavior (2006)When and Why Incentives (Don't) Work to Modify Behavior (2011)Testing for Altruism and Social Pressure in Charitable Giving (2012)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Poverty Impedes Cognitive Function (2013)Using social and behavioural science to support COVID-19 pandemic response (2020)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)A three-component conceptualization of organizational commitment (1991)Why we buy what we buy: A theory of consumption values (1991)
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References

  • 1943A theory of human motivation.21,512 cited
  • 2008Nudge: improving decisions about health, wealth, and happiness11,572 cited
  • 2017A THEORY OF HUMAN MOTIVATION11,320 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2009Doing Good or Doing Well? Image Motivation and Monetary Incentives in Behaving Prosocially1,753 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2013‘Gamification’: Influencing health behaviours with games319 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2011Interactive Games to Promote Behavior Change in Prevention and Treatment112 cited
  • 2010Book Review: Pink, D.H. (2009). Drive: The Surprising Truth about What Motivates Us94 cited
  • 2011Gamification towards sustainable mobile application

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Cited by

  • 2024Gamification for sustainability: A systematic review of applications, trends, and opportunities43 cited
  • 2019Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects40 cited
  • 2016Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study38 cited
  • 2024Gamification in Mobile Apps for Children With Disabilities: Scoping Review36 cited
  • 2018Gamification design frameworks: a systematic mapping study28 cited
  • 2023Leveling Up Mental Well-Being: Harnessing the Power of Gamification Using Machine Learning1 cited