SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients
10 references·12 citing·41 second hop
“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients (2015)“The Heart Game”: Using Gamification as P…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Interviews – Learning the Craft of Qualitative Research Interviewing (2012)Interviews – Learning the Cra…Gamification (2012)GamificationTurning training into play: Embodied gaming, seniors, physical training and motivation (2011)Turning training into play: E…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …Playing for Real (2008)Playing for RealInterViews learning the craft of qualitative research interviewing (2008)InterViews learning the craft…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…What (and Why) is Positive Psychology? (2005)What (and Why) is Positive Ps…The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Use of Gamification in th…Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease (2022)Understanding and assessing g…Gamification-as-Innovation: A Review (2021)Gamification-as-Innovation: A…Ethics of Gamification in Health and Fitness-Tracking (2021)Ethics of Gamification in Hea…A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges (2021)A Survey on Gamification for …Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects (2019)Gamification in Health Behavi…What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps (2018)What’s in the Game? Developin…User-driven innovation and technology-use in public health and social care: A systematic review of existing evidence (2018)User-driven innovation and te…Educational Analytics (2018)Educational AnalyticsGamification mechanics for behavioral change (2017)Gamification mechanics for be…Interactivia.ro – A study of a gamification framework using zero-cost tools (2016)Interactivia.ro – A study of …Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study (2016)Interactive Digital e-Health …Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)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)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)InterViews: An introduction to qualitative research interviewing (1997)Qualitative Research in Health Care (2006)Designing and Conducting Mixed Methods Research (2007)Wheelchair-based game design for older adults (2013)Design Strategies for Gamified Physical Activity Applications for Older Adults (2016)Moving Real Exergaming Engines on the Web: The webFitForAll Case Study in an Active and Healthy Ageing Living Lab Environment (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Principles of Psychology (1891)Positive psychology: An introduction. (2000)The role of gratitude in the development of social support, stress, and depression: Two longitudinal studies (2007)The authentic personality: A theoretical and empirical conceptualization and the development of the Authenticity Scale. (2008)Safely testing the alarm: Close others' responses to personal positive events. (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)The qualitative research interview (2011)Preparing for Interview Research: The Interview Protocol Refinement Framework (2016)Recommendations for designing and reviewing qualitative research in psychology: Promoting methodological integrity. (2016)Qualitative Interviews in Applied Linguistics: From Research Instrument to Social Practice (2010)A Method of Phenomenological Interviewing (2014)Qualitative research in healthcare: An introduction to grounded theory using thematic analysis (2015)The effect of virtual achievements on student engagement (2013)Gamification and Mobile Marketing Effectiveness (2016)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2008InterViews learning the craft of qualitative research interviewing6,725 cited
  • 2012Interviews – Learning the Craft of Qualitative Research Interviewing4,535 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2005What (and Why) is Positive Psychology?1,797 cited
  • 2008Playing for Real998 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited
  • 2012Gamification726 cited
  • 2011Turning training into play: Embodied gaming, seniors, physical training and motivation81 cited

Cited by

  • 2021A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges73 cited
  • 2016Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study62 cited
  • 2022Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease60 cited
  • 2016Interactivia.ro – A study of a gamification framework using zero-cost tools58 cited
  • 2023

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

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review
53 cited
  • 2018What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps51 cited
  • 2017Gamification mechanics for behavioral change48 cited
  • 2019Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects40 cited
  • 2021Gamification-as-Innovation: A Review40 cited
  • 2021Ethics of Gamification in Health and Fitness-Tracking40 cited
  • 2018Educational Analytics38 cited
  • 2018User-driven innovation and technology-use in public health and social care: A systematic review of existing evidence10 cited