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Maintenance of behaviour change following a community-wide gamification based physical activity intervention
15 references·0 citing·45 second hop
Maintenance of behaviour change following a community-wide gamification based physical activity intervention (2018)Maintenance of behaviour change following…The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences (2018)The Praise and Price of Pokém…Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland (2018)Exploring the use of a gamifi…How Gamification Affects Physical Activity (2017)How Gamification Affects Phys…Does gamification increase engagement with online programs? A systematic review (2017)Does gamification increase en…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? 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(1979)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)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)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)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)Using gamification to support learning English as a second language: a systematic review (2019)Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF) (2020)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2013The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions7,618 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 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
  • 2011Why do you play? The development of the motives for online gaming questionnaire (MOGQ)474 cited
  • 2017Does gamification increase engagement with online programs? A systematic review413 cited
  • 2013‘Gamification’: Influencing health behaviours with games319 cited
  • 2014Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity272 cited
  • 2011Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments163 cited
  • 2017How Gamification Affects Physical Activity74 cited
  • 2018

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The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences
56 cited
  • 2018Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland50 cited
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