[HTML][HTML] The rise of motivational information systems: A review of gamification research

J Koivisto, J Hamari - International journal of information management, 2019 - Elsevier
Today, our reality and lives are increasingly game-like, not only because games have
become a pervasive part of our lives, but also because activities, systems and services are …

[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 …

Gamification for educational purposes: What are the factors contributing to varied effectiveness?

Z Luo - Education and Information Technologies, 2022 - Springer
Gamification refers to the use of game-design elements or mechanisms in non-game
contexts to promote the expected behaviours. Though theoretically promising, empirical …

“Working out for likes”: An empirical study on social influence in exercise gamification

J Hamari, J Koivisto - Computers in human behavior, 2015 - Elsevier
Today, people use a variety of social and gameful (mobile) applications in order to motivate
themselves and others to maintain difficult habits such as exercise, sustainable consumption …

[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 …

Personalizing persuasive strategies in gameful systems to gamification user types

R Orji, GF Tondello, LE Nacke - … of the 2018 CHI conference on human …, 2018 - dl.acm.org
Persuasive gameful systems are effective tools for motivating behaviour change. Research
has shown that tailoring these systems to individuals can increase their efficacy; however …

The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses

S Jang, PJ Kitchen, J Kim - Journal of Business Research, 2018 - Elsevier
This study investigates how gamified customer benefits (epistemic, social integrative, and
personal integrative) and customer characteristics (age and experience) influence marketing …

Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature

T Alahäivälä, H Oinas-Kukkonen - International journal of medical …, 2016 - Elsevier
Background Gamification is increasingly used as a design strategy when develo**
behavior change support systems in the healthcare domain. It is commonly agreed that …

Effectiveness of telehealth-based interventions in the management of non-specific low back pain: a systematic review with meta-analysis

AB Dario, AM Cabral, L Almeida, ML Ferreira… - The Spine Journal, 2017 - Elsevier
Background Telehealth has emerged as a potential alternative to deliver interventions for
low back pain (LBP); however, its effectiveness has not been investigated. Purpose The aim …

[HTML][HTML] Parent-focused childhood and adolescent overweight and obesity eHealth interventions: a systematic review and meta-analysis

ML Hammersley, RA Jones, AD Okely - Journal of medical Internet research, 2016 - jmir.org
Background Effective broad-reach interventions to reduce childhood obesity are needed, but
there is currently little consensus on the most effective approach. Parental involvement in …