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Adapting UX to the design of healthcare games and applications
16 references·0 citing·53 second hop
Adapting UX to the design of healthcare games and applications (2018)Adapting UX to the design of healthcare g…A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A systematic review of seriou…How to Systematically Assess Serious Games Applied to Health Care (2014)How to Systematically Assess …Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Development of Game-Like Simu…A Review of Gamification for Health-Related Contexts (2014)A Review of Gamification for …A game plan: Gamification design principles in mHealth applications for chronic disease management (2014)A game plan: Gamification des…Gamification and Serious Games for Personalized Health (2012)Gamification and Serious Game…Contextual influences on mobile player experience – A game user experience model (2012)Contextual influences on mobi…Computer Games and Instruction. (2011)Computer Games and Instructio…Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer (2011)Assessing the Acceptability a…Medical student attitudes toward video games and related new media technologies in medical education (2010)Medical student attitudes tow…Leveraging game-informed healthcare education (2008)Leveraging game-informed heal…Examining the Effects of Computer Self-Efficacy and System Complexity on Technology Acceptance (2007)Examining the Effects of Comp…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…The influence of General Perceptions of the Training Environment on Pretraining Motivation and Perceived Training Transfer (1995)The influence of General Perc…INFLUENCES OF INDIVIDUAL AND SITUATIONAL CHARACTERISTICS ON MEASURES OF TRAINING EFFECTIVENESS. (1992)INFLUENCES OF INDIVIDUAL AND …THE PERILS OF PARTICIPATION: EFFECTS OF CHOICE OF TRAINING ON TRAINEE MOTIVATION AND LEARNING (1991)THE PERILS OF PARTICIPATION: …Millennials Rising: The Next Great Generation (2000)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention (2013)Using a serious game to complement CPR instruction in a nurse faculty (2015)Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review (2019)Statistical Theories of Mental Test Scores (1969)Handbook of Industrial and Organizational Psychology. (1977)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. 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(1999)Rules of Play: Game Design Fundamentals (2003)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)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Design Science in Information Systems Research1 (2004)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)A systematic literature review of empirical evidence on computer games and serious games (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamification of health professions education: a systematic review (2020)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification for health and wellbeing: A systematic review of the literature (2016)The maturing of gamification research (2017)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,751 cited
  • 1992INFLUENCES OF INDIVIDUAL AND SITUATIONAL CHARACTERISTICS ON MEASURES OF TRAINING EFFECTIVENESS.878 cited
  • 1995The influence of General Perceptions of the Training Environment on Pretraining Motivation and Perceived Training Transfer740 cited
  • 2011Computer Games and Instruction.491 cited
  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 1991THE PERILS OF PARTICIPATION: EFFECTS OF CHOICE OF TRAINING ON TRAINEE MOTIVATION AND LEARNING372 cited
  • 2012Gamification and Serious Games for Personalized Health301 cited
  • 2010Medical student attitudes toward video games and related new media technologies in medical education195 cited
  • 2014A Review of Gamification for Health-Related Contexts162 cited
  • 2014How to Systematically Assess Serious Games Applied to Health Care133 cited
  • 2012Contextual influences on mobile player experience – A game user experience model107 cited
  • 2007Examining the Effects of Computer Self-Efficacy and System Complexity on Technology Acceptance90 cited
  • 2011Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

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85 cited
  • 2008Leveraging game-informed healthcare education53 cited
  • 2014Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education51 cited
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