[HTML][HTML] Gamification in apps and technologies for improving mental health and well-being: systematic review
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 …
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
The application of game elements of gamification in online shopping is attracting interest
from researchers and practitioners. However, it remains unclear how gamification affects …
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 …
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 …
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
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 …
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 …
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
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 …
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
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 …
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
This study explored the association between rewarding elements in videogames and
adolescents' problematic gaming behavior, evaluating the extent to which individual …
adolescents' problematic gaming behavior, evaluating the extent to which individual …
Longitudinal and daily associations between adolescent self-control and digital technology use.
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 …
current research examines longitudinal (Study 1) and daily (Study 2) associations between …