[HTML][HTML] Gamification for behavior change: A scientometric review

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - Acta Psychologica, 2022 - Elsevier
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful
approach to promote positive behaviors. As a useful tool for keeping users motivated,
engaged and active, there is a wide interest in adopting gamification solutions for supporting
and promoting positive behaviors and behavior change (eg quit smoking, ecological
behaviors, food choices, civic engagement, mental healthcare, sustainability, etc.). In this …

[PDF][PDF] Gami cation for behavior change: a scientometric

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - pdfs.semanticscholar.org
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful
approach to promote positive behaviors. In recent years, the volume of scientific publications
focusing on gamification has increased. It has been applied to different fields (eg learning
and training, mental health, positive behavior and behavior change, personnel selection,
employees training, etc.); in this way, the scientific community has spread out over different …
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