[HTML][HTML] Social media and mobile technology for cancer prevention and treatment

JJ Prochaska, SS Coughlin… - American Society of …, 2017 - ncbi.nlm.nih.gov
Study Design In a two-group randomized controlled trial with 160 tobacco smokers,
Tweet2Quit was combined with a web guide (smokefree. gov) and nicotine patch. The …

The meaning of playfulness: a review of the contemporary definitions of the concept across disciplines

L Masek, J Stenros - Eludamos: Journal for Computer Game Culture, 2021 - eludamos.org
Abstract 'Playfulness' is a concept used in various disciplines. In this article, we conduct a
qualitative, systematic, and interdisciplinary literature review on the term 'playfulness' as …

[HTML][HTML] A meta-analytic review of gamified interventions in mental health enhancement

C Cheng, OV Ebrahimi - Computers in Human Behavior, 2023 - Elsevier
This meta-analytic review aimed to investigate the effectiveness of gamified interventions in
bolstering mental health. The gamification and the control groups were compared in terms of …

Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs

RN Landers, GF Tondello, DL Kappen… - International Journal of …, 2019 - Elsevier
Abstract Background and Aim Gamefulness is commonly cited as the primary goal of
gamification, a family of approaches employed in education, business, healthcare …

Wellbeing in the making: peoples' experiences with wearable activity trackers

E Karapanos, R Gouveia, M Hassenzahl… - Psychology of well …, 2016 - Springer
Background Wearable activity trackers have become a viable business opportunity.
Nevertheless, research has raised concerns over their potentially detrimental effects on …

Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica

S Diefenbach, A Müssig - International Journal of Human-Computer Studies, 2019 - Elsevier
The concept of gamification has evoked increasing attention in HCI research and practice.
Gamification uses game elements in serious, non-game contexts in order to motivate a …

A breathtaking journey. On the design of an empathy-arousing mixed-reality game

MJL Kors, G Ferri, ED Van Der Spek, C Ketel… - Proceedings of the …, 2016 - dl.acm.org
Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and
activism. Some of the more socially-aware ones cast players as members of disenfranchised …

[KIRJA][B] Wirkung von Gamification auf Motivation

M Sailer, M Sailer - 2016 - Springer
Zusammenfassung Im Rahmen dieses Kapitels werden theoretische Modelle zur Erklärung
der Wirkung von Gamification auf Motivation beschrieben. Zunächst werden …

A Design Space of Sports Interaction Technology

DBW Postma, RW van Delden… - … and Trends® in …, 2022 - nowpublishers.com
With this monograph we introduce a new, systematic taxonomy of Sports Interaction
Technology (Sports ITech) that defines a design space of existing and future work in this …

Designing with cards

A Lucero, P Dalsgaard, K Halskov, J Buur - Collaboration in creative …, 2016 - Springer
In this chapter, we focus on design techniques that employ a particular form of design
materials, namely design cards. Design cards can support different phases of a design …