[HTML][HTML] A systematic review of gamification in e-Health

L Sardi, A Idri, JL Fernández-Alemán - Journal of biomedical informatics, 2017 - Elsevier
Gamification is a relatively new trend that focuses on applying game mechanics to non-
game contexts in order to engage audiences and to inject a little fun into mundane activities …

[HTML][HTML] Evaluating the effectiveness of gamification on physical activity: systematic review and meta-analysis of randomized controlled trials

A Mazeas, M Duclos, B Pereira, A Chalabaev - Journal of medical Internet …, 2022 - jmir.org
Background Gamification refers to the use of game elements in nongame contexts. The use
of gamification to change behaviors and promote physical activity (PA) is a promising …

To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course

E Kyewski, NC Krämer - Computers & Education, 2018 - Elsevier
Over the last few years, the implementation of game elements like badges in non-game
environments has become increasingly popular (Butler, 2014). In this study, we tested …

[HTML][HTML] Gamification in apps and technologies for improving mental health and well-being: systematic review

VWS Cheng, T Davenport, D Johnson, K Vella… - JMIR mental …, 2019 - mental.jmir.org
Background: There is little research on the application of gamification to mental health and
well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current …

[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 …

Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction

S Qiao, SS Yeung, Z Zainuddin… - British Journal of …, 2023 - Wiley Online Library
Gamification is typically implemented digitally. However, digital gamification is not always
possible because of limited resources and logistical problems. It is thus necessary to explore …

A bibliometric analysis of gamification research

M Trinidad, M Ruiz, A Calderon - IEEE Access, 2021 - ieeexplore.ieee.org
Gamification has rapidly emerged as one of the favorite persuasive technologies widely
used with the aim of promoting a positive change in the user's behavior by means of …

From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement

S Bai, KF Hew, M Sailer, C Jia - Computers & Education, 2021 - Elsevier
Leaderboards, a key topic in the gamification literature, are often used to enhance student
engagement and motivation through social comparison. Previous research has examined …

[HTML][HTML] The effects of mHealth-based gamification interventions on participation in physical activity: systematic review

L Xu, H Shi, M Shen, Y Ni, X Zhang, Y Pang… - JMIR mHealth and …, 2022 - mhealth.jmir.org
Background It is well known that regular physical exercise has associated benefits; yet,
participation remains suboptimal. Mobile health (mHealth) has become an indispensable …

Digital behaviour change interventions to break and form habits

C Pinder, J Vermeulen, BR Cowan… - ACM Transactions on …, 2018 - dl.acm.org
Digital behaviour change interventions, particularly those using pervasive computing
technology, hold great promise in supporting users to change their behaviour. However …