[HTML][HTML] Gamification in apps and technologies for improving mental health and well-being: systematic review

VWS Cheng, T Davenport, D Johnson, K Vella… - JMIR mental …, 2019 - mental.jmir.org
Background: There is little research on the application of gamification to mental health and
well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current …

[HTML][HTML] Gameful civic engagement: A review of the literature on gamification of e-participation

L Hassan, J Hamari - Government Information Quarterly, 2020 - Elsevier
With increased digitalization, governments and public institutes became potentially better
able to practice fuller and wider ranges of democratic governance through eg, e …

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …

Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.

RN Landers, MB Armstrong, AB Collmus… - Journal of Applied …, 2022 - psycnet.apa.org
Games, which can be defined as an externally structured, goal-directed type of play, are
increasingly being used in high-stakes testing contexts to measure targeted constructs for …

Video games in the secondary English language arts classroom: A state‐of‐the‐art review of the literature

BL Nash, RB Brady - Reading Research Quarterly, 2022 - Wiley Online Library
Abstract English language arts (ELA) teachers and literacy researchers are increasingly
attending to the ways that digital technologies may be integrated into the curriculum. Video …

Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect

K Szolin, DJ Kuss, FM Nuyens… - Human–Computer …, 2023 - Taylor & Francis
Since their commercial introduction in the 1970s, videogames have become an increasingly
popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper …

Recommendations for implementing gamification for mental health and wellbeing

VWS Cheng - Frontiers in psychology, 2020 - frontiersin.org
Gamification is increasingly being proposed as a strategy to increase engagement for
mental health and wellbeing technologies. However, its implementation has been criticized …

How to define games and why we need to

J Arjoranta - The Computer Games Journal, 2019 - Springer
This article provides guidelines on how to make useful game definitions and discusses
when that is a worthwhile undertaking. It examines a recent article attempting to define …

Gamification: Concepts, consequences, and critiques

M Vesa, JT Harviainen - Journal of Management Inquiry, 2019 - journals.sagepub.com
The domain of work is etched into our minds as a domain of the sombre, the orderly, the very
coalface of dull modernity through which our societies prosper. Work also demarcates that …

Effects of game based learning in comparison of traditional learning to provide effective learning environment-a comparative review

M Hafeez - International Journal of Social Sciences & Educational …, 2021 - ijsses.tiu.edu.iq
With the advancement of technology, various new learning strategies have been developed
according to the requirement and learning environments of the learners. The game-based …