Trends in persuasive technologies for physical activity and sedentary behavior: a systematic review
Persuasive technology (PT) is increasingly being used in the health and wellness domain to
motivate and assist users with different lifestyles and behavioral health issues to change …
motivate and assist users with different lifestyles and behavioral health issues to change …
Mobile applications for health and wellness: a systematic review
Mobile health (mHealth) apps show potential contributions as interactive systems for
managing users' health conditions. They are also used to improve health habits using …
managing users' health conditions. They are also used to improve health habits using …
The relationship between user types and gamification designs
Gamification has been discussed as a standout approach to improve user experience, with
different studies showing that users can have different preferences over game elements …
different studies showing that users can have different preferences over game elements …
The effects of player type on performance: A gamification case study
The objective of this work was to explore the effects that an individual's Hexad player type
has on their performance in gamified applications. Previous studies sought to explore the …
has on their performance in gamified applications. Previous studies sought to explore the …
Personalizing persuasive strategies in gameful systems to gamification user types
Persuasive gameful systems are effective tools for motivating behaviour change. Research
has shown that tailoring these systems to individuals can increase their efficacy; however …
has shown that tailoring these systems to individuals can increase their efficacy; however …
Factors to consider for tailored gamification
Gamification is widely used to foster user motivation. Recent studies show that users can be
more or less receptive to different game elements, based on their personality or player …
more or less receptive to different game elements, based on their personality or player …
To tailor or not to tailor gamification? An analysis of the impact of tailored game elements on learners' behaviours and motivation
Gamification, defined as the use of game elements in non game situations, is a widely used
method to foster learner engagement and motivation. It is generally accepted that in order to …
method to foster learner engagement and motivation. It is generally accepted that in order to …
[HTML][HTML] Effects of a personalized fitness recommender system using gamification and continuous player modeling: system design and long-term validation study
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …
change, particularly to promote daily physical activities. On the one hand, studies have …
Persuasive mobile apps for health and wellness: a comparative systematic review
While majority of previous research focus on reviewing mobile health (mHealth) apps
targeting specific health domain, this paper provides a comparative systematic review of …
targeting specific health domain, this paper provides a comparative systematic review of …
A gamification platform to analyze and influence citizens' daily transportation choices
An effective, efficient, and ecological transport service needs a decision support system to
inform the administrations, while intelligently assisting citizens' daily transportation choices …
inform the administrations, while intelligently assisting citizens' daily transportation choices …