Does gamification increase engagement with online programs? A systematic review

J Looyestyn, J Kernot, K Boshoff, J Ryan, S Edney… - PloS one, 2017 - journals.plos.org
Background Engagement in online programs is difficult to maintain. Gamification is the
recent trend that offers to increase engagement through the inclusion of game-like features …

Persuasive technology for health and wellness: State-of-the-art and emerging trends

R Orji, K Moffatt - Health informatics journal, 2018 - journals.sagepub.com
The evolving field of persuasive and behavior change technology is increasingly targeted at
influencing behavior in the area of health and wellness. This paper provides an empirical …

A survey on ambient intelligence in healthcare

G Acampora, DJ Cook, P Rashidi… - Proceedings of the …, 2013 - ieeexplore.ieee.org
Ambient Intelligence (AmI) is a new paradigm in information technology aimed at
empowering people's capabilities by means of digital environments that are sensitive …

Using feedback through digital technology to disrupt and change habitual behavior: A critical review of current literature

S Hermsen, J Frost, RJ Renes, P Kerkhof - Computers in Human Behavior, 2016 - Elsevier
Habitual behavior is often hard to change because of a lack of self-monitoring skills. Digital
technologies offer an unprecedented chance to facilitate self-monitoring by delivering …

[HTML][HTML] Gamification for behavior change: A scientometric review

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - Acta Psychologica, 2022 - Elsevier
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful …

[PDF][PDF] Gamifying Information Systems-a synthesis of Gamification mechanics and Dynamics.

S Thiebes, S Lins, D Basten - ECIS, 2014 - academia.edu
Trying to take advantage of the growing passion for games, Gamification is a trending
phenomenon that aims at motivating people by applying elements common to games in …

Developing a gamified mobile application to encourage sustainable energy use in the office

D Oppong-Tawiah, J Webster, S Staples… - Journal of Business …, 2020 - Elsevier
Faced with growing pressures to become more environmentally sustainable, many
companies are exploring innovative ways to incorporate “green” practices into their business …

[HTML][HTML] Evaluating the impact of physical activity apps and wearables: interdisciplinary review

C McCallum, J Rooksby, CM Gray - JMIR mHealth and uHealth, 2018 - mhealth.jmir.org
Background: Although many smartphone apps and wearables have been designed to
improve physical activity, their rapidly evolving nature and complexity present challenges for …

Digital storytelling in education: A transmedia integration approach for the non-developers

M Palioura, C Dimoulas - Education Sciences, 2022 - mdpi.com
The present paper focuses on digital storytelling in education, emphasizing the teachers'
needs for familiarization with the new technological conditions. A transmedia integration …

Altruism or egoism–how do game features motivate cooperation? An investigation into user we-intention and I-intention

M Riar, B Morschheuser, R Zarnekow… - Behaviour & …, 2024 - Taylor & Francis
Achieving cooperation between individuals is challenging and often driven by self-beneficial
motives. On the other hand, people also seem capable of subordinating their personal …