2013
DOI: 10.1080/15228835.2013.812512
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Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths

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Cited by 88 publications
(57 citation statements)
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“…The requirements may not be transferable to all of them e.g. approaches to prevent adolescents from substance abuse and relationship violence [37] or to encourage engagement in online debate systems [38].…”
Section: Gamificationmentioning
confidence: 99%
“…The requirements may not be transferable to all of them e.g. approaches to prevent adolescents from substance abuse and relationship violence [37] or to encourage engagement in online debate systems [38].…”
Section: Gamificationmentioning
confidence: 99%
“…Neither is it restricted to digital approaches such as software for computers and smartphones (Deterding, ). The development of successful and meaningful gamification experiences involves both the application of design principles and psychological, social and behavioural theories, ensuring that the experience provided to users is enjoyable and challenging and not just a simple process of applying points systems, reward graphics, colours and animation (Harwood & Garry, ; Schoech, Boyas, Black, & Elias‐Lambert, ; Seaborn & Fels, ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…(Mayne et al 2013)). Once health-related behaviors are known, the possibility of using gamification (Whitson 2013) and other approaches to encourage salubrious behaviors become possible (Schoech et al 2013). …”
Section: Behavomementioning
confidence: 99%