2016
DOI: 10.1016/j.ijmedinf.2016.02.006
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Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature

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Cited by 151 publications
(88 citation statements)
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References 29 publications
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“…Although practically sharing the same outcome, namely assenting that exergames present a potential way to enact physical activity, none of the reviews has emphasized on the exergame design and the integration of game mechanics. It is worth mentioning here that the authors of the recently published review [18] go beyond the mere investigation of the outcomes of the studied gamified health systems (n=15) to analyzing their different depicted persuasion contexts.…”
Section: Related Workmentioning
confidence: 99%
“…Although practically sharing the same outcome, namely assenting that exergames present a potential way to enact physical activity, none of the reviews has emphasized on the exergame design and the integration of game mechanics. It is worth mentioning here that the authors of the recently published review [18] go beyond the mere investigation of the outcomes of the studied gamified health systems (n=15) to analyzing their different depicted persuasion contexts.…”
Section: Related Workmentioning
confidence: 99%
“…The common aim of gamification is to motivate people to behave in desired ways through more gameful and enjoyable user experiences [2], and gamification can be effective in promoting and sustaining healthy behaviors [3]. Different gamification strategies can be applied through novel or existing games [4] and those strategies often share central features with established health behavior change techniques [5]. Thus, it is logical that behavior change strategies could be implemented through games.…”
Section: Introductionmentioning
confidence: 99%
“…First, it was clear that the gamification features included in the app were appealing to the users, which was expected based on the review of literature on gamification [30,31]. Users often checked the gamification pages and navigated smoothly from one to another which could be derived from the transition probabilities calculated in the Markov Chain analysis.…”
Section: Principal Resultsmentioning
confidence: 99%