2022
DOI: 10.1080/07370024.2022.2057858
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Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change

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Cited by 11 publications
(9 citation statements)
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“…Also, Mitchell et al (2021), a digital health game was developed and it was found that the health knowledge of the undergraduate students who played the game increased. Mulchandani et al (2022), in a study with university students, shows that the educational digital health game increases their awareness of diseases and also persuades them to be more conscious about taking precautions.…”
Section: Discussionmentioning
confidence: 99%
“…Also, Mitchell et al (2021), a digital health game was developed and it was found that the health knowledge of the undergraduate students who played the game increased. Mulchandani et al (2022), in a study with university students, shows that the educational digital health game increases their awareness of diseases and also persuades them to be more conscious about taking precautions.…”
Section: Discussionmentioning
confidence: 99%
“…Since the introduction of persuasive technologies in the early 2020s (Fogg, 2002), the majority of persuasive technologies have typically treated all users in a similar manner without taking into account users' differences Tran, 2020b, 2021;Mulchandani et al, 2022). However, some research indicates that the effectiveness of PTs can vary among different users.…”
Section: Persuasive Technologymentioning
confidence: 99%
“…Games that are designed for purposes other than entertainment are commonly known as serious games (Altmeyer et al, 2021). Various studies argue that there is a growing interest in games promoting positive behavior change and that persuasive games (games that deploy persuasive technologies) have been exploited to tremendous effect with applications in various domains (Ghorbani and Semiyari, 2022;Mulchandani et al, 2022). As such, persuasive technologies have become an essential component of the modern game designer's toolkit when designing solutions to motivate behavior change.…”
Section: Persuasive Technology Gamification and Gamesmentioning
confidence: 99%
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“…Indicates beliefs about behaviour. It refers to individuals' favourable or unfavourable evaluation with respect to performing the behaviour of interest The TPB has shown validity in several health-related contexts, including physical activity, healthy eating, safe sexual behaviour, and exercise [68][69][70]. For instance, Orji et al [2] measured change in attitude, intention, and self-efficacy in their evaluation of a persuasive game to determine the behaviour change towards healthy eating among participants.…”
Section: Comparative Effectiveness Of Persuasive Strategies Acrossmentioning
confidence: 99%