Background In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …