Trends in persuasive technologies for physical activity and sedentary behavior: a systematic review

N Aldenaini, F Alqahtani, R Orji… - Frontiers in artificial …, 2020 - frontiersin.org
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 …

Mobile applications for health and wellness: a systematic review

A AlSlaity, B Suruliraj, O Oyebode, J Fowles… - Proceedings of the …, 2022 - dl.acm.org
Mobile health (mHealth) apps show potential contributions as interactive systems for
managing users' health conditions. They are also used to improve health habits using …

The relationship between user types and gamification designs

ACG Santos, W Oliveira, J Hamari, L Rodrigues… - User modeling and user …, 2021 - Springer
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 …

The effects of player type on performance: A gamification case study

CE Lopez, CS Tucker - Computers in Human Behavior, 2019 - Elsevier
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 …

Personalizing persuasive strategies in gameful systems to gamification user types

R Orji, GF Tondello, LE Nacke - … of the 2018 CHI conference on human …, 2018 - dl.acm.org
Persuasive gameful systems are effective tools for motivating behaviour change. Research
has shown that tailoring these systems to individuals can increase their efficacy; however …

Factors to consider for tailored gamification

S Hallifax, A Serna, JC Marty, G Lavoué… - Proceedings of the …, 2019 - dl.acm.org
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 …

To tailor or not to tailor gamification? An analysis of the impact of tailored game elements on learners' behaviours and motivation

S Hallifax, E Lavoué, A Serna - International conference on artificial …, 2020 - Springer
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 …

[HTML][HTML] Effects of a personalized fitness recommender system using gamification and continuous player modeling: system design and long-term validation study

Z Zhao, A Arya, R Orji, G Chan - JMIR serious games, 2020 - games.jmir.org
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …

Persuasive mobile apps for health and wellness: a comparative systematic review

O Oyebode, C Ndulue, M Alhasani, R Orji - … Technology. Designing for …, 2020 - Springer
While majority of previous research focus on reviewing mobile health (mHealth) apps
targeting specific health domain, this paper provides a comparative systematic review of …

A gamification platform to analyze and influence citizens' daily transportation choices

R Kazhamiakin, E Loria, A Marconi… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
An effective, efficient, and ecological transport service needs a decision support system to
inform the administrations, while intelligently assisting citizens' daily transportation choices …