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Gaming elements, applications, and challenges of gamification in healthcare
12 references·5 citing·55 second hopsampled
Gaming elements, applications, and challenges of gamification in healthcare (2022)Gaming elements, applications, and challe…A systematic review of gamification techniques applied to elderly care (2020)A systematic review of gamifi…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…Gamification Use and Design in Popular Health and Fitness Mobile Applications (2018)Gamification Use and Design i…The use of gamification mechanics to increase employee and user engagement in participative healthcare services (2017)The use of gamification mecha…A systematic review of gamification in e-Health (2017)A systematic review of gamifi…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Gamification for health promo…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence (2015)The Use of Videogames, Gamifi…Just a Fad? Gamification in Health and Fitness Apps (2014)Just a Fad? Gamification in H…A Review of Gamification for Health-Related Contexts (2014)A Review of Gamification for …A game plan: Gamification design principles in mHealth applications for chronic disease management (2014)A game plan: Gamification des…Intergenerational Tacit Knowledge Transfer: Leveraging AI (2025)Intergenerational Tacit Knowl…Emerging trends in gamification for clinical reasoning education: a scoping review (2025)Emerging trends in gamificati…Human–Human Interactions’ Influence on Impulse-Buying Intention in Live Commerce: The Roles of Guanxi, co-Viewer Trust, and Gamification (2024)Human–Human Interactions’ Inf…Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking (2024)Elderly patients' reactions t…The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Use of Gamification in th…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)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)Gamification in the classroom: Examining the impact of gamified quizzes on student learning (2019)Detrimental effects of reward: Reality or myth? (1996)Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families (2017)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006)Playing for Real (2008)Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study (2016)Evaluation of a virtual reality enhanced bullying prevention curriculum pilot trial (2019)Play interventions for paediatric patients in hospital: a scoping review (2021)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)Control theory: A useful conceptual framework for personality-social, clinical, and health psychology. (1982)A taxonomy of behavior change techniques used in interventions. (2008)The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions (2013)Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types (2018)Gamification and online consumer decisions: Is the game over? (2019)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)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)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)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Naturalistic inquiry (1985)Users of the world, unite! The challenges and opportunities of Social Media (2009)The Discovery of Grounded Theory (2017)Experiences that matter? The motivational experiences and business outcomes of gamified services (2019)Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements (2020)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Benefits of gamification in medical education (2022)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)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)Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)
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References

  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2017A systematic review of gamification in e-Health1,021 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2014Just a Fad? Gamification in Health and Fitness Apps488 cited
  • 2016Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps450 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 2017The use of gamification mechanics to increase employee and user engagement in participative healthcare services162 cited
  • 2014A Review of Gamification for Health-Related Contexts162 cited
  • 2015The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence132 cited
  • 2020A systematic review of gamification techniques applied to elderly care122 cited
  • 2018Gamification Use and Design in Popular Health and Fitness Mobile Applications110 cited

Cited by

  • 2025Emerging trends in gamification for clinical reasoning education: a scoping review60 cited

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  • 2023The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review53 cited
  • 2024Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking23 cited
  • 2024Human–Human Interactions’ Influence on Impulse-Buying Intention in Live Commerce: The Roles of Guanxi, co-Viewer Trust, and Gamification18 cited
  • 2025Intergenerational Tacit Knowledge Transfer: Leveraging AI14 cited