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A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges
15 references·2 citing·44 second hop
A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges (2021)A Survey on Gamification for Health Rehab…Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system (2019)Serious games for rehabilitat…Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Gameful Experience in Gamific…Computers Helping People with Special Needs (2018)Computers Helping People with…How Gamification Affects Physical Activity (2017)How Gamification Affects Phys…Gamification and serious games in depression care: A systematic mapping study (2017)Gamification and serious game…A systematic review of gamification in e-Health (2017)A systematic review of gamifi…Gamification in Physical Therapy: More Than Using Games (2016)Gamification in Physical Ther…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients (2015)“The Heart Game”: Using Gamif…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …(Re)Defining Gamification: A Process Approach (2014)(Re)Defining Gamification: A …Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Gamification: What It Is and …Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Initiatives and challenges in using gamification in transportation: a systematic mapping (2022)Initiatives and challenges in…Game not over: Explaining older adults’ use and intention to continue using a gamified eHealth service (2022)Game not over: Explaining old…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)The Measurement of Observer Agreement for Categorical Data (1977)Health Behavior and Health Education: Theory, Research, and Practice (1992)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Does gamification increase engagement with online programs? A systematic review (2017)Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Evolving to a New Dominant Logic for Marketing (2003)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)Intraclass correlations: Uses in assessing rater reliability. (1979)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)The maturing of gamification research (2017)Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse (2022)Serious games for rehabilitation: A survey and a classification towards a taxonomy (2010)A Bibliometric Analysis of Gamification Research (2021)Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to (2021)Serious Game Design in Health Education: A Systematic Review (2022)The Art of Game Design (2008)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Digital game-based vocabulary learning: where are we and where are we going? (2019)Using gamification to support learning English as a second language: a systematic review (2019)Gamification in mobile-assisted language learning: a systematic review of Duolingo literature from public release of 2012 to early 2020 (2021)
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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2017A systematic review of gamification in e-Health1,021 cited
  • 2013Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers531 cited
  • 2014(Re)Defining Gamification: A Process Approach393 cited
  • 2018Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]383 cited
  • 2019Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system115 cited
  • 2017Gamification and serious games in depression care: A systematic mapping study112 cited
  • 2016Gamification in Physical Therapy: More Than Using Games86 cited
  • 2015“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients80 cited
  • 2017How Gamification Affects Physical Activity74 cited

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2018
Computers Helping People with Special Needs
25 cited

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  • 2022Initiatives and challenges in using gamification in transportation: a systematic mapping57 cited
  • 2022Game not over: Explaining older adults’ use and intention to continue using a gamified eHealth service17 cited