SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic
16 references·0 citing·46 second hop
Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic (2021)Winning the Needs of the Gen Z: Gamified …Fun Shopping: A Randomized Field Experiment on Gamification (2022)Fun Shopping: A Randomized Fi…Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module (2020)Teaching Adequate Prehospital…Preferred Learning Methods of Generation Z (2020)Preferred Learning Methods of…Does gamification affect brand engagement and equity? A study in online brand communities (2020)Does gamification affect bran…Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review (2020)Digital Gamification to Enhan…Gamification of production and logistics operations: Status quo and future directions (2018)Gamification of production an…Gamification of nutrition: A preliminary study on the impact of gamification on nutrition knowledge, attitude, and behaviour of adolescents in Nigeria (2018)Gamification of nutrition: A …Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing (2018)Cooperation or competition – …Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature (2016)Understanding persuasion cont…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …A Review of Gamification for Health-Related Contexts (2014)A Review of Gamification for …Increase Physical Fitness and Create Health Awareness through Exergames and Gamification (2013)Increase Physical Fitness and…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Health Games: A Key Component for the Evolution of Wellness Programs (2012)Health Games: A Key Component…Interactive Games to Promote Behavior Change in Prevention and Treatment (2011)Interactive Games to Promote …Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)From boring to scoring – a collaborative serious game for learning and practicing mathematical logic for computer science education (2013)Relating gaming habits with student performance in a gamified learning experience (2014)Engaging Elderly People in Telemedicine Through Gamification (2015)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)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)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Educational video game for juvenile diabetes: results of a controlled trial (1997)Increasing Energy Efficiency With Entertainment Media (2013)Flow in gaming: literature synthesis and framework development (2014)Health game interventions to enhance physical activity self‐efficacy of children: a quantitative systematic review (2016)Rules of Play: Game Design Fundamentals (2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)Main gamification concepts: A systematic mapping study (2019)A systematic review of gamification techniques applied to elderly care (2020)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Sensemaking in Organizations (1996)Communities of practice learning, meaning, and identity (1999)Game-based learning and gamification to improve skills in early years education (2019)Odds stacked against workers: datafied gamification on Chinese and American food delivery platforms (2021)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Citizen Science, Education, and Learning: Challenges and Opportunities (2020)Gameful civic engagement: A review of the literature on gamification of e-participation (2020)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances (2022)Treasure Hunting for Brands: Metaverse Marketing Gamification Effects on Purchase Intention, WOM, and Loyalty (2025)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Are Serious Games a Good Strategy for Pharmacy Education? (2015)The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses (2018)Gaming elements, applications, and challenges of gamification in healthcare (2022)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)
this work references cited by second hop

References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2020Does gamification affect brand engagement and equity? A study in online brand communities415 cited
  • 2018Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing221 cited
  • 2016Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature188 cited
  • 2018Gamification of production and logistics operations: Status quo and future directions163 cited
  • 2014A Review of Gamification for Health-Related Contexts162 cited
  • 2011Interactive Games to Promote Behavior Change in Prevention and Treatment112 cited
  • 2013Increase Physical Fitness and Create Health Awareness through Exergames and Gamification76 cited
  • 2020Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review57 cited
  • 2020Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module52 cited
  • 2018Gamification of nutrition: A preliminary study on the impact of gamification on nutrition knowledge, attitude, and behaviour of adolescents in Nigeria41 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2020Preferred Learning Methods of Generation Z32 cited
  • 2012Health Games: A Key Component for the Evolution of Wellness Programs29 cited
  • 2022Fun Shopping: A Randomized Field Experiment on Gamification28 cited
  • Cited by

    No citing works inside the corpus for this window.