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 …
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 …
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 …
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
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 …
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 …
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
In gamification, personalization is considered an important field of research since it can
improve user engagement and motivation. Particularly, effective gamified learning needs to …
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
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 …
disorders. Fatigue is one of most common symptoms that persons with MS experience …
Meaningful learning: motivations of older adults in serious games
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 …
education, learning and awareness so that the population has a good standard of living …
Food diary coaching chatbot
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 …
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 …
creation of meaningful experiences. However, little is known about tourists' underlying …
TreeCare: development and evaluation of a persuasive mobile game for promoting physical activity
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 …
Over the years, mobile apps have been developed to encourage people to engage in …