Convergence of gamification and machine learning: a systematic literature review

A Khakpour, R Colomo-Palacios - Technology, Knowledge and Learning, 2021 - Springer
Recent developments in human–computer interaction technologies raised the attention
towards gamification techniques, that can be defined as using game elements in a non …

Intangible rewards versus tangible rewards in gamified online learning: Which promotes student intrinsic motivation, behavioural engagement, cognitive engagement …

Y Xiao, KFT Hew - British Journal of Educational Technology, 2024 - Wiley Online Library
Gamification has often been used to stimulate learner engagement via intangible rewards,
such as virtual points and virtual badges, rather than material goods or benefits. However …

Using machine learning and thematic analysis methods to evaluate mental health apps based on user reviews

O Oyebode, F Alqahtani, R Orji - IEEE Access, 2020 - ieeexplore.ieee.org
The proliferation of smartphones has led to an increase in mobile health (mHealth) apps
over the years. Thus, it is imperative to evaluate these apps by identifying shortcomings or …

[PDF][PDF] Gamification applied for health promotion: does it really foster long-term engagement? A scoping review

S Stepanovic, T Mettler - … of the 26th European Conference on …, 2018 - serval.unil.ch
Gamification is a popular design approach with the purpose to increase engagement and
continuous use of Health Behaviour Change Support Systems (HBCSS) with the purpose to …

Predicting user types with symbolic images: An empirical validation based on two card-sorting studies

PT Palomino, L Rodrigues, A Luz, AM Toda… - Entertainment …, 2023 - Elsevier
In gamification, personalization is considered an important field of research since it can
improve user engagement and motivation. Particularly, effective gamified learning needs to …

[HTML][HTML] More stamina, a gamified mhealth solution for persons with multiple sclerosis: research through design

G Giunti, V Mylonopoulou, OR Romero - JMIR mHealth and …, 2018 - mhealth.jmir.org
Background: Multiple sclerosis (MS) is one of the world's most common neurologic
disorders. Fatigue is one of most common symptoms that persons with MS experience …

Meaningful learning: motivations of older adults in serious games

JS Cardona, JA Lopez, FLG Vela, F Moreira - Universal Access in the …, 2023 - Springer
Social sustainability is the generation of significant behaviors through balanced levels of
education, learning and awareness so that the population has a good standard of living …

Food diary coaching chatbot

J Casas, E Mugellini, OA Khaled - … of the 2018 ACM International Joint …, 2018 - dl.acm.org
This article presents the design of a conversational agent whose goal is to coach people
who wish to improve their food lifestyle. The data gathering method is easy and especially …

Tourists' motives for gamified technology use

A Aebli - Annals of Tourism Research, 2019 - Elsevier
Game-related technologies have been discussed as a promising means for tourists' co-
creation of meaningful experiences. However, little is known about tourists' underlying …

TreeCare: development and evaluation of a persuasive mobile game for promoting physical activity

O Oyebode, A Ganesh, R Orji - 2021 IEEE Conference on …, 2021 - ieeexplore.ieee.org
Increased physical activity has been shown to reduce morbidity and mortality among adults.
Over the years, mobile apps have been developed to encourage people to engage in …