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A Review of Gamification for Health-Related Contexts
12 references·15 citing·35 second hop
A Review of Gamification for Health-Related Contexts (2014)A Review of Gamification for Health-Relat…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …A social gamification framework for a K-6 learning platform (2012)A social gamification framewo…A Biography of the Pew Research Center’s Internet & American Life Project (2012)A Biography of the Pew Resear…Reality is broken: why games make us better and how they can change the world (2011)Reality is broken: why games …Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …On Some Aspects of Improving Mobile Applications for the Elderly (2007)On Some Aspects of Improving …Developing serious games (2006)Developing serious gamesCognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Cognition, technology and gam…Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review (2024)Identifying Key Principles an…Gamification in Mobile Apps for Children With Disabilities: Scoping Review (2024)Gamification in Mobile Apps f…Gaming elements, applications, and challenges of gamification in healthcare (2022)Gaming elements, applications…Game.UP: Gamified Urban Planning Participation Enhancing Exploration, Motivation, and Interactions (2022)Game.UP: Gamified Urban Plann…Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)Impact of gamification elemen…Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Investigating Serious Games T…Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education (2020)Effect of the Flipped Classro…Motivational strategies and approaches for single and multi-player exergames: a social perspective (2019)Motivational strategies and a…Moderated Online Social Therapy: Viewpoint on the Ethics and Design Principles of a Web-Based Therapy System (2019)Moderated Online Social Thera…The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses (2018)The effects of gamified custo…Gamification and Serious Games in a Healthcare Informatics Context (2018)Gamification and Serious Game…A Web-Based Gamification Program to Improve Nutrition Literacy in Families of 3- to 5-Year-Old Children: The Nutriscience Project (2018)A Web-Based Gamification Prog…Playing against dengue design and development of a serious game to help tackling dengue (2017)Playing against dengue design…Gamification through the Application of Motivational Affordances for Physical Activity Technology (2017)Gamification through the Appl…Are Serious Games a Good Strategy for Pharmacy Education? (2015)Are Serious Games a Good Stra…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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)What Video Games Have to Teach Us about Learning and Literacy (2004)Developing a Theory of Gamified Learning (2014)Digital Game-Based Learning (2020)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Rules of Play: Game Design Fundamentals (2003)Improving participation and learning with gamification (2013)Play As You Learn: Gamification as a Technique for Motivating Learners (2013)How to design gamification? A method for engineering gamified software (2017)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)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)Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment (2010)Game-Based Learning (2012)A Comprehensive Review of Serious Games in Health Professions (2014)Birds of the Same Feather Tweet Together: Bayesian Ideal Point Estimation Using Twitter Data (2014)Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM) (2014)Putting Education in “Educational” Apps (2015)Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Do badges increase user activity? A field experiment on the effects of gamification (2015)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)
this work references cited by second hop

References

  • 2011From game design elements to gamefulness8,391 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2012A social gamification framework for a K-6 learning platform854 cited
  • 2011Reality is broken: why games make us better and how they can change the world721 cited
  • 2011From game design elements to gamefulness367 cited
  • 2012A Biography of the Pew Research Center’s Internet & American Life Project315 cited
  • 2006Developing serious games258 cited
  • 2007On Some Aspects of Improving Mobile Applications for the Elderly196 cited
  • 2006Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project183 cited

Cited by

  • 2018The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses161 cited
  • 2015Are Serious Games a Good Strategy for Pharmacy Education?151 cited
  • 2022

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Gaming elements, applications, and challenges of gamification in healthcare
104 cited
  • 2021Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model77 cited
  • 2020Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education55 cited
  • 2020Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review54 cited
  • 2019Motivational strategies and approaches for single and multi-player exergames: a social perspective53 cited
  • 2018A Web-Based Gamification Program to Improve Nutrition Literacy in Families of 3- to 5-Year-Old Children: The Nutriscience Project52 cited
  • 2017Gamification through the Application of Motivational Affordances for Physical Activity Technology44 cited
  • 2018Gamification and Serious Games in a Healthcare Informatics Context41 cited
  • 2024Gamification in Mobile Apps for Children With Disabilities: Scoping Review36 cited
  • 2024Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review32 cited
  • 2022Game.UP: Gamified Urban Planning Participation Enhancing Exploration, Motivation, and Interactions31 cited
  • 2017Playing against dengue design and development of a serious game to help tackling dengue30 cited
  • 2019Moderated Online Social Therapy: Viewpoint on the Ethics and Design Principles of a Web-Based Therapy System20 cited