Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare 2017
DOI: 10.1145/3154862.3154939
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Gamification mechanics for behavioral change

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Cited by 33 publications
(9 citation statements)
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“…Our results support the initial hypothesis that the mHealth intervention (TeenPower) is more effective than the standard school-based intervention in the promotion of healthy behaviours. The improvement of health behaviours by mHealth interventions had already been verified in previous studies (Guarneri & Perego, 2017;Hervas, Ruiz-Carrasco, Bravo, & Mondejar, 2017). Our results show a significant time-group interaction in the health responsibility dimension, with a positive change in the experimental group.…”
Section: Discussionsupporting
confidence: 87%
“…Our results support the initial hypothesis that the mHealth intervention (TeenPower) is more effective than the standard school-based intervention in the promotion of healthy behaviours. The improvement of health behaviours by mHealth interventions had already been verified in previous studies (Guarneri & Perego, 2017;Hervas, Ruiz-Carrasco, Bravo, & Mondejar, 2017). Our results show a significant time-group interaction in the health responsibility dimension, with a positive change in the experimental group.…”
Section: Discussionsupporting
confidence: 87%
“…While some literature, such as Dichev and Dicheva [7] treat all cognitive, affective and behavioral elements as an outcome of gamification, Hervas et al [30] instead state that there is still a need to know which mechanics trigger which psychological concepts that subsequently impact behavioral changes. The scarcity of this knowledge consequently leaves gamification research putting more emphasis on the mechanics and outputs than to understand for how these mechanics are influencing outcomes, such as learning, economic or other, with individuals' cognition and emotion.…”
Section: Mechanics Psychological Mediators and Outcomesmentioning
confidence: 99%
“…These motivators are also discussed as impacting other psychosomatic elements, such as the cognitive need, self-efficacy and others [57]. In literature, it is difficult to demonstrate exactly the linkages and the causative pathways between mechanics, mediators and outcomes [30,31]. To illustrate this, a mechanic, designed as a badge or a reward, has been shown to impact intrinsic motivation to perform certain tasks [60].…”
Section: Intrinsic Motivation / Incentivesmentioning
confidence: 99%
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“…All these elements are prominent in games, making them a viable medium to persuade users to change their behaviour. Hervas and colleagues [11] have conducted a critical survey of gamification mechanics to effect behavioural change. These form the bases for the development of a prototype persuasive game for our research.…”
Section: Introductionmentioning
confidence: 99%