2016
DOI: 10.1016/j.invent.2016.10.002
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Gamification for health and wellbeing: A systematic review of the literature

Abstract: BackgroundCompared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness.AimsWe aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.MethodsWe identified seven potential advantages of gamification from existing research and conducted a systema… Show more

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Cited by 906 publications
(774 citation statements)
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References 76 publications
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“…As well as scientific literature, the development of the app drew on the Behaviour Change Wheel (BCW) as a theoretical grounding in combination with other theory-based strategies, such as selfmonitoring, social comparison and gamification -which have all been shown to be successful in either dietary change or digital health interventions [18][19][20][21][22][23]. The BCW is an integrative guide for understanding behaviour change, and is a synthesis of many previously published theoretical frameworks from this field.…”
Section: Phase 2: Ground In Behavioural Theorymentioning
confidence: 99%
“…As well as scientific literature, the development of the app drew on the Behaviour Change Wheel (BCW) as a theoretical grounding in combination with other theory-based strategies, such as selfmonitoring, social comparison and gamification -which have all been shown to be successful in either dietary change or digital health interventions [18][19][20][21][22][23]. The BCW is an integrative guide for understanding behaviour change, and is a synthesis of many previously published theoretical frameworks from this field.…”
Section: Phase 2: Ground In Behavioural Theorymentioning
confidence: 99%
“…Gamification [2] and games have been used and studied in a variety of applications related to health and wellbeing [3,7,9]. Nevertheless, their application in the domains of wellbeing and flourishing (the pursue of a happy and meaningful life rather than the simple inexistence of illness) remain considerably less studied than other more common application areas, such as physical health, fitness, or nutrition.…”
Section: Objectivesmentioning
confidence: 99%
“…Literature reviews of the impact of points in gamification contexts have found no evidence of effects (Hamari et al, 2014) or inconsistent effects (Johnson et al, 2016;Lewis et al, 2016). Notably, Lewis et al (2016) identify in their review that points play a major role.…”
Section: Thesis Discussionmentioning
confidence: 99%
“…While subsequent research in this area may further iterate and refine our typology, its current validity in experimental settings has been partially established as an appropriate approach. In our own experiment, we found that the interest/enjoyment construct of the player experience is better facilitated by including a breadth of video game reward types, which has design implications for the games industry as well as implications related to the theory and practice of gamification, where the effectiveness of gamification strategies is often examined using a single type of reward (Hamari et al, 2014;Johnson et al, 2016;Lewis et al, 2016). Our experimental findings in relation to the role of reward responsiveness also reveals new possibilities for interpreting and investigating the player experience, and for the analysis and design of video game rewards in future research.…”
Section: Final Commentsmentioning
confidence: 94%
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