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Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study
16 references·0 citing·41 second hop
Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study (2017)Guidelines for the Gamification of Self-M…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study (2016)Game On? Smoking Cessation Th…Engaging Elderly People in Telemedicine Through Gamification (2015)Engaging Elderly People in Te…Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples (2015)Digital Games for Type 1 and …Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Demographic differences in perceived benefits from gamification (2014)Demographic differences in pe…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 …‘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…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…How Many Interviews Are Enough? (2005)How Many Interviews Are Enoug…Overview of Focus Group Research (1995)Overview of Focus Group Resea…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)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)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)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Focus Groups: A Practical Guide for Applied Research (1989)Focus Groups as Qualitative Research (1997)Understanding the multiple realities of everyday life: Basic assumptions in focus-group methodology (2006)Focus groups in nursing research: Methodological perspectives (2012)In-Person Versus Online Focus Group Discussions (2016)Qualitative research and evaluation methods (1980)Qualitative inquiry and research design: choosing among five traditions. (1998)Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research (2013)Sample Size in Qualitative Interview Studies (2015)Saturation in qualitative research: exploring its conceptualization and operationalization (2017)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Do badges increase user activity? A field experiment on the effects of gamification (2015)The effect of gamification on motivation and engagement (2017)What Is eSports and Why Do People Watch It? (2017)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)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)Intraclass correlations: Uses in assessing rater reliability. (1979)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)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)
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References

  • 2005How Many Interviews Are Enough?20,704 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps488 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 1995Overview of Focus Group Research399 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 2013‘Gamification’: Influencing health behaviours with games319 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2016Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study90 cited
  • 2015Engaging Elderly People in Telemedicine Through Gamification

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67 cited
  • 2015Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples65 cited
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