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Archetypes of Gamification: Analysis of mHealth Apps
16 references·10 citing·45 second hop
Archetypes of Gamification: Analysis of mHealth Apps (2020)Archetypes of Gamification: Analysis of m…Strengthening gamification studies: Current trends and future opportunities of gamification research (2018)Strengthening gamification st…Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Toward Meaningful Engagement:…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…The maturing of gamification research (2017)The maturing of gamification …How to design gamification? A method for engineering gamified software (2017)How to design gamification? A…Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Research Note—Gamification of…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Keep Using My Health Apps: Discover Users' Perception of Health and Fitness Apps with the UTAUT2 Model (2015)Keep Using My Health Apps: Di…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…Availability and quality of mobile health app privacy policies (2014)Availability and quality of m…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…A Comprehensive Review of Serious Games in Health Professions (2014)A Comprehensive Review of Ser…Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …A method for taxonomy development and its application in information systems (2012)A method for taxonomy develop…No Contest: The Case against Competition (1988)No Contest: The Case against …Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling (2025)Design, development, and eval…Bridging the Digital Divide in Health for Older Adults: A Repeated Cross-Sectional Study of mHealth in Saudi Arabia (2025)Bridging the Digital Divide i…Behavior Change Support Systems for Self-Treating Procrastination: Systematic Search in App Stores and Analysis of Motivational Design Archetypes (2025)Behavior Change Support Syste…Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking (2024)Elderly patients' reactions t…Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory (2023)Understanding Fitness App Use…Refocusing of Attention on Positive Events Using Monitoring-Based Feedback and Microinterventions for Patients With Chronic Musculoskeletal Pain in the PerPAIN Randomized Controlled Trial: Protocol for a Microrandomized Trial (2023)Refocusing of Attention on Po…Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development (2023)Gamifying Cognitive Behaviora…Understanding what we know so far about young people's engagement with wellbeing apps. A scoping review and narrative synthesis (2022)Understanding what we know so…Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Conceptual Ambiguity Surround…Conceptual Modeling in Human Resource Management: A Design Research Approach (2017)Conceptual Modeling in Human …The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Analyzing older users’ home telehealth services acceptance behavior—applying an Extended UTAUT model (2016)Factors influencing students’ adoption of e-learning: a structural equation modeling approach (2017)Do mental health mobile apps work: evidence and recommendations for designing high-efficacy mental health mobile apps (2018)Diffusion of Innovations 1 (2019)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2012A method for taxonomy development and its application in information systems1,142 cited
  • 1988No Contest: The Case against Competition1,041 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2017Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1520 cited
  • 2017The maturing of gamification research492 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps488 cited
  • 2015Keep Using My Health Apps: Discover Users' Perception of Health and Fitness Apps with the UTAUT2 Model403 cited
  • 2014Availability and quality of mobile health app privacy policies359 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2017How to design gamification? A method for engineering gamified software324 cited
  • 2018Strengthening gamification studies: Current trends and future opportunities of gamification research

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286 cited
  • 2016Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same213 cited
  • 2014A Comprehensive Review of Serious Games in Health Professions196 cited
  • Cited by

    • 2021Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)87 cited
    • 2024Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking23 cited
    • 2025Bridging the Digital Divide in Health for Older Adults: A Repeated Cross-Sectional Study of mHealth in Saudi Arabia14 cited
    • 2017Conceptual Modeling in Human Resource Management: A Design Research Approach13 cited
    • 2023Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development12 cited
    • 2023Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory10 cited
    • 2022Understanding what we know so far about young people's engagement with wellbeing apps. A scoping review and narrative synthesis7 cited
    • 2025Behavior Change Support Systems for Self-Treating Procrastination: Systematic Search in App Stores and Analysis of Motivational Design Archetypes6 cited
    • 2025Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling4 cited
    • 2023Refocusing of Attention on Positive Events Using Monitoring-Based Feedback and Microinterventions for Patients With Chronic Musculoskeletal Pain in the PerPAIN Randomized Controlled Trial: Protocol for a Microrandomized Trial4 cited