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Gamification of cognitive training
16 references·0 citing·48 second hop
Gamification of cognitive training (2016)Gamification of cognitive trainingFRAGGLE: A FRamework for AGile Gamification of Learning Experiences (2016)FRAGGLE: A FRamework for AGil…Enhancing the engagement of intelligent tutorial systems through personalization of gamification (2016)Enhancing the engagement of i…Design Strategies for Gamified Physical Activity Applications for Older Adults (2016)Design Strategies for Gamifie…A Literature Review of Gamification Design Frameworks (2015)A Literature Review of Gamifi…Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Modeling the efficacy of pers…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…Differential effect of motivational features on training improvements in school-based cognitive training (2014)Differential effect of motiva…Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…A Review of Gamification for Health-Related Contexts (2014)A Review of Gamification for …A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…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…Short- and long-term benefits of cognitive training (2011)Short- and long-term benefits…Elderly User Evaluation of Mobile Touchscreen Interactions (2011)Elderly User Evaluation of Mo…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The maturing of gamification research (2017)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)Homo Ludens: A Study of the Play-Element in Culture. (1951)Transformative Dimensions of Adult Learning (1991)Handbook of Self-Determination Research (2004)The effect of gamification on motivation and engagement (2017)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 and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamification of health professions education: a systematic review (2020)Mind in Society: The Development of Higher Psychological Processes (1978)What video games have to teach us about learning and literacy (2003)Is working memory training effective? A meta-analytic review. (2012)Is working memory training effective? (2012)Do “Brain-Training” Programs Work? (2016)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Gamification in Tourism (2013)Gamification: The Intersection between Behavior Analysis and Game Design Technologies (2014)Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Structural equation modeling in practice: A review and recommended two-step approach. (1988)PLS-SEM: Indeed a Silver Bullet (2011)Gamification User Types Hexad Scale (2016)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Society and the Adolescent Self-Image (1965)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Positive psychology: An introduction. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.54,579 cited
  • 1990Flow: the psychology of optimal experience12,655 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2014Demographic differences in perceived benefits from gamification950 cited
  • 2014A RECIPE for Meaningful Gamification816 cited
  • 2011Short- and long-term benefits of cognitive training770 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps535 cited
  • 2014Modeling the efficacy of persuasive strategies for different gamer types in serious games for health320 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2015A Literature Review of Gamification Design Frameworks285 cited
  • 2011Elderly User Evaluation of Mobile Touchscreen Interactions227 cited
  • 2014A Review of Gamification for Health-Related Contexts162 cited
  • 2014Differential effect of motivational features on training improvements in school-based cognitive training142 cited
  • 2016Enhancing the engagement of intelligent tutorial systems through personalization of gamification48 cited
  • 2016Design Strategies for Gamified Physical Activity Applications for Older Adults

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46 cited
  • 2016FRAGGLE: A FRamework for AGile Gamification of Learning Experiences29 cited
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