Participatory Health Through Social Media 2016
DOI: 10.1016/b978-0-12-809269-9.00007-4
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Gamification and Behavioral Change

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Cited by 13 publications
(4 citation statements)
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“…By merging gamification, AMR and education, research findings can be translated into educational programs and games to promote awareness, change behaviours and establish better practices. 21 , 22 …”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…By merging gamification, AMR and education, research findings can be translated into educational programs and games to promote awareness, change behaviours and establish better practices. 21 , 22 …”
Section: Discussionmentioning
confidence: 99%
“…15–18 While AMR is lacking in curricula in general, efforts are being made to introduce AMR to existing curricula and develop new curricula that promote AMR awareness and education. 15 , 19–21 Gamification, the use of game elements in non-game activities to increase user engagement, 22 and serious games, games created to serve educational, training or informative objectives while maintaining engaging and immersive gameplay, 23 have emerged as a potential educational tool to educate professionals on various health topics. 16 , 24 Traditional lectures are a good source of information for many students and provide foundational knowledge, 25–27 and gamification has been proposed as a complementary tool owing to the variety of learning styles of students.…”
Section: Introductionmentioning
confidence: 99%
“…As exemplified, public health organizations from around the globe have integrated behavior change techniques in their social media campaigns, and in timely developed chatbots during the COVID-19 pandemic aiming at improving health literacy, increasing global health security and reducing health-related misinformation [21]. The use of gamification has also proven to be effective to educate individuals to prevent conditions [22,23], and also to improve their self-management skills [24], and therefore to play a key role in engaging citizens with their individual health and wellbeing.…”
Section: Odh Perspective: Individual Health and Wellbeingmentioning
confidence: 99%
“…One such development is the harmonious integration of hedonic and utilitarian information systems, resulting in the rise of "Gamification." [1], [2] This concept has swiftly established its significance in the areas of "motivation," "engagement," and "behavioural change" solutions [1], [3]- [6]. Utilitarian information systems (UIS) are productivityoriented, utility-centered tools primarily utilized by organizations for value creation [7].…”
Section: Introductionmentioning
confidence: 99%