The psychological effects of playing exergames: A systematic review

S Lee, W Kim, T Park, W Peng - Cyberpsychology, Behavior, and …, 2017 - liebertpub.com
Successful exergames should lead players not only to achieve enough level of energy
expenditure but also to engage in the play itself. The aim of this study is to review studies …

Player–video game interaction: A systematic review of current concepts

L Caroux, K Isbister, L Le Bigot, N Vibert - Computers in human behavior, 2015 - Elsevier
Video game design requires a user-centered approach to ensure that the experience
enjoyed by players is as good as possible. However, the nature of player–video game …

Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

ED Mekler, F Brühlmann, AN Tuch, K Opwis - Computers in human …, 2017 - Elsevier
Research on the effectiveness of gamification has proliferated over the last few years, but
the underlying motivational mechanisms have only recently become object of empirical …

Components of computational thinking in citizen science games and its contribution to reasoning for complexity through digital game-based learning: A framework …

B Alfaro-Ponce, A Patiño, J Sanabria-Z - Cogent Education, 2023 - Taylor & Francis
Education has undergone many changes in teaching and learning, intensified by the
significant technological developments that have responded to the fourth industrial …

Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy

C Perryer, NA Celestine, B Scott-Ladd… - The International Journal …, 2016 - Elsevier
Gamification is a term that has gained currency over the last few years. Gamification refers to
the application of characteristics from digital games into non-gaming contexts. The concept …

Why gamification fails in education and how to make it successful: Introducing nine gamification heuristics based on self-determination theory

R Van Roy, B Zaman - … Games and Edutainment Applications: Volume II, 2017 - Springer
Gamification, a design technique that uses the motivational elements of games in other
contexts, is increasingly looked at as a possible solution to the drop** levels of motivation …

The effects of competition in digital game-based learning (DGBL): a meta-analysis

CH Chen, CC Shih, V Law - Educational Technology Research and …, 2020 - Springer
Digital game-based learning (DGBL) is known to be widely used for improving learning in
various fields. Among the elements of DGBL, competition has been very controversial. This …

A social VR-based collaborative exergame for rehabilitation: codesign, development and user study

SHH Shah, AST Karlsen, M Solberg, IA Hameed - Virtual Reality, 2023 - Springer
Immersive virtual reality (VR)-based exercise video games (exergames) are increasingly
being employed as a supportive intervention in rehabilitation programs to promote …

Effectiveness of gamification elements in blended learning environments

C Mese, OO Dursun - Turkish Online Journal of Distance Education, 2019 - dergipark.org.tr
The purpose of this study was to determine the effectiveness of blended learning
environments enriched with the use of gamification elements. The study was carried out …

Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment

K Ijaz, N Ahmadpour, Y Wang… - International Journal of …, 2020 - Taylor & Francis
Recent research suggests that virtual reality (VR) games can engage players in physical
activity with high levels of enjoyment. Understanding users' motivation to engage and enjoy …