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A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health
16 references·0 citing·34 second hop
A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health (2021)A Framework of Developing Mobile Gamifica…Tailored gamification: A review of literature (2020)Tailored gamification: A revi…Can gamification help to improve education? Findings from a longitudinal study (2020)Can gamification help to impr…Chapter 12: What does the Anthropocene hold for citizenship? (2019)Chapter 12: What does the Ant…Intrinsic and extrinsic motivation: Time for expansion and clarification. (2018)Intrinsic and extrinsic motiv…Adaptive Gamification for Learning Environments (2018)Adaptive Gamification for Lea…The Pokémon GO Experience (2017)The Pokémon GO ExperienceA systematic review of gamification in e-Health (2017)A systematic review of gamifi…Personality-targeted Gamification (2016)Personality-targeted Gamifica…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…The Gameful World: approaches, issues, applications (2015)The Gameful World: approaches…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Game Experience Questionnaire (2014)Game Experience QuestionnaireFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)GameFlow (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Reality is broken: why games make us better and how they can change the world (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Flow: The Psychology of Optimal Experience (1991)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)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)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)Internet‐delivered psychological treatments: from innovation to implementation (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Culture's Consequences: International Differences in Work-Related Values. (1983)Cultures and Organizations: Software of the Mind. (1993)State of Research on Gamification in Education: A Bibliometric Survey (2021)Tailored gamification in education: A literature review and future agenda (2022)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (2019)Algorithms at Work: The New Contested Terrain of Control (2019)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Building an inclusive definition of e-learning: An approach to the conceptual framework (2012)Active accessibility: A review of operational measures of walking and cycling accessibility (2015)Learner Engagement in Blended Learning Environments: A Conceptual Framework (2019)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2019Chapter 12: What does the Anthropocene hold for citizenship?11,554 cited
  • 2014Gamification in theory and action: A survey2,989 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,393 cited
  • 2017A systematic review of gamification in e-Health1,129 cited
  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design588 cited
  • 2020Tailored gamification: A review of literature408 cited
  • 2015The Gameful World: approaches, issues, applications333 cited
  • 2018Intrinsic and extrinsic motivation: Time for expansion and clarification.302 cited
  • 2020Can gamification help to improve education? Findings from a longitudinal study301 cited
  • 2018Adaptive Gamification for Learning Environments236 cited
  • 2016Personality-targeted Gamification232 cited
  • 2017The Pokémon GO Experience200 cited
  • 2014

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Game Experience Questionnaire
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