[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] Enhancing consumer online purchase intention through gamification in China: Perspective of cognitive evaluation theory

Y Xu, Z Chen, MYP Peng, MK Anser - Frontiers in Psychology, 2020 - frontiersin.org
The application of game elements of gamification in online shopping is attracting interest
from researchers and practitioners. However, it remains unclear how gamification affects …

Building blocks for creating enjoyable games—A systematic literature review

RLS Díaz, GR Ruiz, M Bouzouita, K Coninx - International Journal of …, 2022 - Elsevier
Designing serious games that engage lots of players is still a challenge, especially for
domains that introduce complex, specialised, and tedious tasks that are difficult to represent …

Examining the effects of immersive game-based learning on student engagement and the development of collaboration, communication, creativity and critical thinking

KJ Duncan - TechTrends, 2020 - Springer
This mixed-methods study examined student engagement and the development of twenty-
first-century learning skills of collaboration, communication, creativity and critical thinking for …

Exploring the impact of gamification elements in brand apps on the purchase intention of consumers

J Kaur, R Lavuri, R Parida, SV Singh - Journal of Global Information …, 2023 - igi-global.com
The purpose of this manuscript is to understand how the elements of the game apps impact
the intention of purchase of a consumer with the mediating effect of perceived enjoyment …

Presence and flow in the context of virtual reality storytelling: What influences enjoyment in virtual environments?

S Yang, W Zhang - Cyberpsychology, Behavior, and Social …, 2022 - liebertpub.com
Virtual reality (VR) has widely been implemented in a variety of industries, with immersive
storytelling now gaining popularity in the field of journalism. In this regard, there are many …

Impacts of real-world need satisfaction on online gamer loyalty: Perspective of self-affirmation theory

GY Liao, TTL Pham, TCE Cheng, CI Teng - Computers in Human Behavior, 2020 - Elsevier
Online games are known for fulfilling computer users' various needs. However, little is
known about whether real-world need satisfaction (not gaming satisfaction) motivates users …

" The Small Decisions Are What Makes it Interesting" Autonomy, Control, and Restoration in Player Experience

A Tyack, P Wyeth - Proceedings of the ACM on Human-Computer …, 2021 - dl.acm.org
Games and play research at CHI employs psychological theory to investigate the ways that
varied qualities of people, videogames, and play contexts contribute to nuances in player …

Why we can't stop: The impact of rewarding elements in videogames on adolescents' problematic gaming behavior

D Pirrone, RJJM van den Eijnden, M Peeters - Media Psychology, 2024 - Taylor & Francis
This study explored the association between rewarding elements in videogames and
adolescents' problematic gaming behavior, evaluating the extent to which individual …

Longitudinal and daily associations between adolescent self-control and digital technology use.

K Burnell, FC Andrade, RH Hoyle - Developmental psychology, 2023 - psycnet.apa.org
There is fear that adolescents have limited control over their digital technology use. The
current research examines longitudinal (Study 1) and daily (Study 2) associations between …