[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 …

Addictive features of social media/messenger platforms and freemium games against the background of psychological and economic theories

C Montag, B Lachmann, M Herrlich… - International journal of …, 2019 - mdpi.com
Currently about 2.71 billion humans use a smartphone worldwide. Although smartphone
technology has brought many advances, a growing number of scientists discuss potential …

A definition for gamification: anchoring gamification in the service marketing literature

K Huotari, J Hamari - Electronic markets, 2017 - Springer
Abstract “Gamification” has gained considerable scholarly and practitioner attention;
however, the discussion in academia has been largely confined to the human–computer …

Do badges increase user activity? A field experiment on the effects of gamification

J Hamari - Computers in human behavior, 2017 - Elsevier
During recent years, the practice of adding game design to non-game services has gained a
relatively large amount of attention. Popular discussion connects gamification to increased …

Perceptions of students for gamification approach: Kahoot as a case study

H Bicen, S Kocakoyun - International Journal of emerging …, 2018 - avesis.anadolu.edu.tr
© 2018 Kassel University Press GmbH. A novel learning experience that increases student
motivation can be created in a learning environment that includes a gamification approach …

Why do people use gamification services?

J Hamari, J Koivisto - International journal of information management, 2015 - Elsevier
In recent years, technology has been increasingly harnessed for motivating and supporting
people toward various individually and collectively beneficial behaviors. One of the most …

Gamification of task performance with leaderboards: A goal setting experiment

RN Landers, KN Bauer, RC Callan - Computers in Human Behavior, 2017 - Elsevier
The use of leaderboards is a common approach to the gamification of employee
performance, but little is known about the specific mechanisms and mediating processes by …

Persuasive technology for health and wellness: State-of-the-art and emerging trends

R Orji, K Moffatt - Health informatics journal, 2018 - journals.sagepub.com
The evolving field of persuasive and behavior change technology is increasingly targeted at
influencing behavior in the area of health and wellness. This paper provides an empirical …

Measuring flow in gamification: Dispositional flow scale-2

J Hamari, J Koivisto - Computers in Human Behavior, 2014 - Elsevier
This paper measures flow in the context of gamification and investigates the psychometric
properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users …

[HTML][HTML] Gamification of mobile wallet as an unconventional innovation for promoting Fintech: An fsQCA approach

X Yang, J Yang, Y Hou, S Li, S Sun - Journal of Business Research, 2023 - Elsevier
Although digitalisation brings important possibilities to banking & finance service,
implementing digital technologies in practices can be challenging. Indeed, the adoption of …