[HTML][HTML] Social media and mobile technology for cancer prevention and treatment
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 …
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
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 …
qualitative, systematic, and interdisciplinary literature review on the term 'playfulness' as …
[HTML][HTML] A meta-analytic review of gamified interventions in mental health enhancement
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 …
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
Abstract Background and Aim Gamefulness is commonly cited as the primary goal of
gamification, a family of approaches employed in education, business, healthcare …
gamification, a family of approaches employed in education, business, healthcare …
Wellbeing in the making: peoples' experiences with wearable activity trackers
Background Wearable activity trackers have become a viable business opportunity.
Nevertheless, research has raised concerns over their potentially detrimental effects on …
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 …
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
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 …
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 …
der Wirkung von Gamification auf Motivation beschrieben. Zunächst werden …
A Design Space of Sports Interaction Technology
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 …
Technology (Sports ITech) that defines a design space of existing and future work in this …
Designing with cards
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 …
materials, namely design cards. Design cards can support different phases of a design …