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A smartphone game to prevent HIV among young Kenyans: Household dynamics of gameplay in a feasibility study
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A smartphone game to prevent HIV among young Kenyans: Household dynamics of gameplay in a feasibility study (2019)A smartphone game to prevent HIV among yo…The future of digital games for HIV prevention and care (2017)The future of digital games f…Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health (2015)Enjoyment: A Conceptual Explo…More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games (2014)More Than Stories With Button…Application of behavioral theory in computer game design for health behavior change (2010)Application of behavioral the…People, places, and play (2008)People, places, and playMass Communication and Para-Social Interaction (1956)Flow: the psychology of optimal experience (1990)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The effects of cognitive capacity and gaming expertise on attention and comprehension (2017)Blissed by the past: Theorizing media-induced nostalgia as an audience response factor for entertainment and well-being (2018)The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research (2021)The Presentation of Self in Everyday Life. (1956)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Gamification. using game-design elements in non-gaming contexts (2011)Who but not where: The effect of social play on immersion in digital games (2013)Player–video game interaction: A systematic review of current concepts (2015)The Presentation of Self in Everyday Life (2023)The role of transportation in the persuasiveness of public narratives. (2000)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The benefits of playing video games. (2013)Systematic Review of Enjoyment Element in Health-Related Game-Based Learning (2020)Winning Over the Players: Investigating the Motivations to Play and Acceptance of Serious Games (2021)Deepfakes as narratives: Psychological processes explaining their reception (2024)Self-efficacy: Toward a unifying theory of behavioral change. (1977)An attributional theory of achievement motivation and emotion. (1985)Social cognitive theory of self-regulation (1991)Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying (2015)Gamification of cognitive training (2016)Playing for Real (2008)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans (2019)Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial (2021)
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References

  • 2008People, places, and play187 cited
  • 2014More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games113 cited
  • 2017The future of digital games for HIV prevention and care72 cited
  • 2015Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health42 cited
  • 2010Application of behavioral theory in computer game design for health behavior change26 cited

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