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Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study
16 references·1 citing·38 second hop
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study (2020)Effects of a Personalized Fitness Recomme…Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (2018)Proceedings of the 2018 CHI C…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Do badges increase user activity? A field experiment on the effects of gamification (2015)Do badges increase user activ…Gamification in Education and Business (2014)Gamification in Education and…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …From game design elements to gamefulness (2011)From game design elements to …Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Playing for Real (2008)Playing for RealPersonality correlates of physical activity: a review and meta-analysis: Table 1 (2006)Personality correlates of phy…Digital game-based learning (2003)Digital game-based learningMbti Manual: A Guide to the Development and Use of the Myers-briggs Type Indicator (1985)Mbti Manual: A Guide to the D…Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale (2023)Hexad-12: Developing and Vali…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Gamification of health professions education: a systematic review (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (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)The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)A Theory of Social Comparison Processes (1954)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Why do people use gamification services? (2015)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Intraclass correlations: Uses in assessing rater reliability. (1979)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)The maturing of gamification research (2017)Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Intelligence, personality, and interests: Evidence for overlapping traits. (1997)Learning Styles and Pedagogy in post-16 learning: a systematic and critical review (2004)Methods and Data Analysis for Cross-Cultural Research (2021)Past, present, and future of customer engagement (2021)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)
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  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2003Digital game-based learning3,104 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 1985Mbti Manual: A Guide to the Development and Use of the Myers-briggs Type Indicator2,785 cited
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  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
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  • 2018Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems569 cited
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  • 2006Personality correlates of physical activity: a review and meta-analysis: Table 1

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561 cited
  • 2014Gamification in Education and Business494 cited
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    • 2023Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale41 cited