Points-based reward systems in gamification impact children's physical activity strategies and psychological needs
Gamification is an increasingly popular form of health intervention but its efficacy remains
elusive due to a lack of clarity in its conceptualization and operationalization. This study
aimed to isolate and determine the direct causal effect of one of the most popular game
elements used in gamified interventions, the points-based reward system, on physical
activity (PA) in children. A 72-hour field study with children aged 9 to 13 (N= 67) was
conducted using a digital PA intervention featuring a virtual dog, with and without a points …
elusive due to a lack of clarity in its conceptualization and operationalization. This study
aimed to isolate and determine the direct causal effect of one of the most popular game
elements used in gamified interventions, the points-based reward system, on physical
activity (PA) in children. A 72-hour field study with children aged 9 to 13 (N= 67) was
conducted using a digital PA intervention featuring a virtual dog, with and without a points …
Points-based reward systems in gamification impact children's physical activity strategies and psychological needs.
Gamification is an increasingly popular form of health intervention but its efficacy remains
elusive due to a lack of clarity in its conceptualization and operationalization. This study
aimed to isolate and determine the direct causal effect of one of the most popular game
elements used in gamified interventions, the points-based reward system, on physical
activity (PA) in children. A 72-hour field study with children aged 9 to 13 (N= 67) was
conducted using a digital PA intervention featuring a virtual dog, with and without a points …
elusive due to a lack of clarity in its conceptualization and operationalization. This study
aimed to isolate and determine the direct causal effect of one of the most popular game
elements used in gamified interventions, the points-based reward system, on physical
activity (PA) in children. A 72-hour field study with children aged 9 to 13 (N= 67) was
conducted using a digital PA intervention featuring a virtual dog, with and without a points …
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