[HTML][HTML] Gamification for health and wellbeing: A systematic review of the literature

D Johnson, S Deterding, KA Kuhn, A Staneva… - Internet …, 2016 - Elsevier
Background Compared to traditional persuasive technology and health games, gamification
is posited to offer several advantages for motivating behaviour change for health and well …

A systematic review of quantitative studies on the enjoyment of digital entertainment games

ED Mekler, JA Bopp, AN Tuch, K Opwis - Proceedings of the SIGCHI …, 2014 - dl.acm.org
Enjoyment has been identified as a central component of the player experience (PX), but
various, overlapping concepts within PX make it difficult to develop valid measures and a …

Influencer marketing: Social media influencers as human brands attaching to followers and yielding positive marketing results by fulfilling needs

CWC Ki, LM Cuevas, SM Chong, H Lim - Journal of Retailing and …, 2020 - Elsevier
While the literature related to this topic has predominantly focused on investigating the
influence mechanism that social media influencers (SMIs) impose over their followers, less …

Parasocial interactions with real and virtual influencers: The role of perceived similarity and human-likeness

JP Stein, P Linda Breves, N Anders - New Media & Society, 2024 - journals.sagepub.com
Digitally created online celebrities (so-called virtual influencers) have appeared on various
social media and video streaming platforms. While the scientific community has recently …

Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction

F Reer, LO Wehden, R Janzik, WY Tang… - Computers in Human …, 2022 - Elsevier
Based on self-determination theory, the current laboratory experiment investigates how the
use of virtual reality (VR) technology shapes the gaming experience. We hypothesize that …

The lens of intrinsic skill atoms: A method for gameful design

S Deterding - Human–Computer Interaction, 2015 - Taylor & Francis
The idea that game design can inspire the design of motivating, enjoyable interactive
systems has a long history in human-computer interaction. It currently experiences a …

An investigation of motivation and experience in virtual learning environments: A self-determination theory

YC Huang, SJ Backman, KF Backman… - Education and …, 2019 - Springer
With the development and evaluation of information technology, virtual reality technology
provides opportunities to offer an immersive and interactive experience for supplementing …

[HTML][HTML] How feedback boosts motivation and play in a brain-training game

C Burgers, A Eden, MD Van Engelenburg… - Computers in Human …, 2015 - Elsevier
Games are important vehicles for learning and behavior change as long as players are
motivated to continue playing. We study the impact of verbal feedback in stimulating player …

Video games as meaningful entertainment experiences.

MB Oliver, ND Bowman, JK Woolley… - … of popular media …, 2016 - psycnet.apa.org
We conducted an experiment to examine individuals' perceptions of enjoyable and
meaningful video games and the game characteristics and dimensions of need satisfaction …

Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being

JJ Allen, CA Anderson - Computers in Human Behavior, 2018 - Elsevier
The need-density hypothesis proposes that pathological gaming is most likely to occur when
satisfaction of three basic human needs (competence, autonomy, relatedness) is low in the …