[HTML][HTML] The use of gamification and incentives in mobile health apps to improve medication adherence: scoping review

S Tran, L Smith, S El-Den, S Carter - JMIR mHealth and uHealth, 2022 - mhealth.jmir.org
Background Emerging health care strategies addressing medication adherence include the
use of direct-to-patient incentives or elements adapted from computer games. However …

[HTML][HTML] Conceptual ambiguity surrounding gamification and serious games in health care: literature review and development of game-based intervention reporting …

S Warsinsky, M Schmidt-Kraepelin, S Rank… - Journal of medical …, 2021 - jmir.org
Background In health care, the use of game-based interventions to increase motivation,
engagement, and overall sustainability of health behaviors is steadily becoming more …

[HTML][HTML] Recommendations for implementing gamification for mental health and wellbeing

VWS Cheng - Frontiers in psychology, 2020 - frontiersin.org
Gamification is increasingly being proposed as a strategy to increase engagement for
mental health and wellbeing technologies. However, its implementation has been criticized …

[HTML][HTML] A game-based learning approach in digital design course to enhance students' competency

C Velaora, I Dimos, S Tsagiopoulou, A Kakarountas - Information, 2022 - mdpi.com
Digital Design is a laboratory course, and the educator must focus on the students' need to
know why they study the theory and mainly on the transition from knowledge-based learning …

[HTML][HTML] Participant perceptions of facilitators and barriers to adherence in a digital mental health intervention for a nonclinical cohort: content analysis

ME Renfrew, DP Morton, M Northcote, JK Morton… - Journal of Medical …, 2021 - jmir.org
Background Digital mental health promotion interventions (MHPIs) present a scalable
opportunity to attenuate the risk of mental health distress among nonclinical cohorts …

[HTML][HTML] Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

F Lieder, PZ Chen, M Prentice, V Amo… - JMIR Serious …, 2024 - games.jmir.org
Background: Many people want to build good habits to become healthier, live longer, or
become happier but struggle to change their behavior. Gamification can make behavior …

Understanding fitness app users' loyalty and word of mouth through gameful experience and flow theory

B Sampat, A Behl, S Raj - AIS Transactions on Human-Computer …, 2023 - aisel.aisnet.org
In this study, we examine the effect that a gameful experience and personalization have on
the flow experience of fitness app users. We also test the association between flow …

Narrative transportation in gamified information systems: The role of narrative-task congruence

M Schmidt-Kraepelin, S Thiebes… - Extended Abstracts of …, 2023 - dl.acm.org
Gamification refers to the use of game design elements in non-game contexts to evoke both
instrumental and experiential outcomes within users. Although narratives are an integral part …

Special issue editorial: Adaptive and intelligent gamification design

A Janson, M Schmidt-Kraepelin… - AIS Transactions on …, 2023 - aisel.aisnet.org
This editorial provides an overview of the three accepted papers for the AIS THCI special
issue on adaptive and intelligent gamification designs. The first paper examines …

Acceptability assessment of an executive function training game fisherman for older adults

P Wang, HJ Li - Games for Health Journal, 2024 - liebertpub.com
Objective: In recent years, an increasing number of gamification tools have been developed
for older adults; however, few studies have explored the acceptability of these tools after …