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What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps
16 references·4 citing·48 second hopsampled
What’s in the Game? Developing a Taxonomy of Gamification Concepts for Health Apps (2018)What’s in the Game? Developing a Taxonomy…Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature (2016)Understanding persuasion cont…Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Research Note—Gamification of…“Working out for likes”: An empirical study on social influence in exercise gamification (2015)“Working out for likes”: An e…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS (2014)GAMIFYING INFORMATION SYSTEMS…Gamification as a tool for enhancing graduate medical education (2014)Gamification as a tool for en…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…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Gamification and Serious Games for Personalized Health (2012)Gamification and Serious Game…Defining gamification (2012)Defining gamificationA method for taxonomy development and its application in information systems (2012)A method for taxonomy develop…A Paradigmatic Analysis of Information Systems As a Design Science (2007)A Paradigmatic Analysis of In…User Heterogeneity and its Impact on Electronic Auction Market Design: An Empirical Exploration1 (2004)User Heterogeneity and its Im…Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Analyzing the Past to Prepare…Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory (2023)Understanding Fitness App Use…The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies (2020)The Role of Gamification in H…The Effectiveness of the Foodbot Factory Mobile Serious Game on Increasing Nutrition Knowledge in Children (2020)The Effectiveness of the Food…Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects (2019)Gamification in Health Behavi…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Design science in information systems research (2004)Design Science in the Information Systems Discipline: An Introduction to the Special Issue on Design Science Research (2008)Evaluations in the Science of the Artificial – Reconsidering the Build-Evaluate Pattern in Design Science Research (2012)Work System Theory: Overview of Core Concepts, Extensions, and Challenges for the Future (2013)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Design Science in Information Systems Research1 (2004)A Taxonomy of Evaluation Methods for Information Systems Artifacts (2015)A Taxonomy of Social Cues for Conversational Agents (2019)The Future of Human-AI Collaboration: A Taxonomy of Design Knowledge for Hybrid Intelligence Systems (2019)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)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Enhancing user engagement: The role of gamification in mobile apps (2021)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)Intrinsic Motivation and Self-Determination in Human Behavior (1985)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)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Flow: the psychology of optimal experience (1990)Evolving to a New Dominant Logic for Marketing (2003)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)Information Systems Success: The Quest for the Dependent Variable (1992)Strategies for Theorizing from Process Data (1999)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Literature review as a research methodology: An overview and guidelines (2019)Opinion Paper: “So what if ChatGPT wrote it?” Multidisciplinary perspectives on opportunities, challenges and implications of generative conversational AI for research, practice and policy (2023)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)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 effect of gamification on motivation and engagement (2017)
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References

  • 2002Analyzing the Past to Prepare for the Future: Writing a Literature Review7,440 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012Defining gamification1,155 cited
  • 2012A method for taxonomy development and its application in information systems1,142 cited
  • 2014Demographic differences in perceived benefits from gamification840 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps488 cited
  • 2007A Paradigmatic Analysis of Information Systems As a Design Science477 cited
  • 2015“Working out for likes”: An empirical study on social influence in exercise gamification473 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 2004User Heterogeneity and its Impact on Electronic Auction Market Design: An Empirical Exploration1334 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2014Gamification as a tool for enhancing graduate medical education286 cited
  • 2016Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same213 cited

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  • 2016Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature188 cited
  • 2014GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OF GAMIFICATION MECHANICS AND DYNAMICS141 cited
  • Cited by

    • 2020The Effectiveness of the Foodbot Factory Mobile Serious Game on Increasing Nutrition Knowledge in Children50 cited
    • 2020The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies42 cited
    • 2019Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects40 cited
    • 2023Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory10 cited