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Serious games for smoking prevention and cessation: A systematic review of game elements and game effects
15 references·0 citing·50 second hop
Serious games for smoking prevention and cessation: A systematic review of game elements and game effects (2020)Serious games for smoking prevention and …Cochrane Handbook for Systematic Reviews of Diagnostic Test Accuracy (2023)Cochrane Handbook for Systema…Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…Serious Games for Psychotherapy: A Systematic Review (2017)Serious Games for Psychothera…Study quality assessment tools (2016)Study quality assessment toolsSerious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis (2015)Serious games for improving k…An Introduction to Gamification: Adding Game Elements for Engagement (2015)An Introduction to Gamificati…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…An Overview of Serious Games (2014)An Overview of Serious GamesA Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games (2014)A Systematic Review and Meta-…A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…The Emergence of Games for Health (2012)The Emergence of Games for He…Search filter precision can be improved by NOTing out irrelevant content. (2011)Search filter precision can b…Video Game Structural Characteristics: A New Psychological Taxonomy (2009)Video Game Structural Charact…Software survey: VOSviewer, a computer program for bibliometric mapping (2009)Software survey: VOSviewer, a…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Bias in meta-analysis detected by a simple, graphical test (1997)Measuring inconsistency in meta-analyses (2003)Cochrane Handbook for Systematic Reviews of Interventions (2008)Variation of a test’s sensitivity and specificity with disease prevalence (2013)Investigation of publication bias in meta-analyses of diagnostic test accuracy: a meta-epidemiological study (2014)Formulating research questions for evidence-based studies (2023)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)Serious Games (1970)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Schedules of reinforcement. (1957)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Rules of Play: Game Design Fundamentals (2003)Internet gaming addiction: current perspectives (2013)Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review (2018)The Psychology of Esports: A Systematic Literature Review (2018)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. (2013)Games for Health for Children—Current Status and Needed Research (2015)Success factors for serious games to enhance learning: a systematic review (2016)Introduction to Meta‐Analysis (2021)Meta-analysis in clinical trials (1986)Digital Natives, Digital Immigrants Part 1 (2001)Quantifying heterogeneity in a meta‐analysis (2002)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review (2019)Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review (2020)CiteSpace II: Detecting and visualizing emerging trends and transient patterns in scientific literature (2005)Visualizing Bibliometric Networks (2014)bibliometrix : An R-tool for comprehensive science mapping analysis (2017)How to conduct a bibliometric analysis: An overview and guidelines (2021)The Gamification of Learning and Instruction Fieldbook: Ideas into Practice (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)Main gamification concepts: A systematic mapping study (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Financial Burdens of Cancer Treatment: A Systematic Review of Risk Factors and Outcomes (2019)Associations between sex hormones, sleep problems and depression: A systematic review (2020)Anxiety, depression, trauma-related, and sleep disorders among healthcare workers during the COVID-19 pandemic: A systematic review and meta-analysis (2021)
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References

  • 2009Software survey: VOSviewer, a computer program for bibliometric mapping21,418 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2023Cochrane Handbook for Systematic Reviews of Diagnostic Test Accuracy755 cited
  • 2014An Overview of Serious Games657 cited
  • 2016Study quality assessment tools440 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2009Video Game Structural Characteristics: A New Psychological Taxonomy396 cited
  • 2015Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis203 cited
  • 2015An Introduction to Gamification: Adding Game Elements for Engagement186 cited
  • 2014A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games137 cited
  • 2019Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights126 cited
  • 2017Serious Games for Psychotherapy: A Systematic Review99 cited
  • 2012The Emergence of Games for Health59 cited
  • 2011

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