Gamification: what it is and why it matters to digital health behavior change developers.
about
Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic ReviewThe effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trialUWALK: the development of a multi-strategy, community-wide physical activity program.Cool Runnings - an app-based intervention for reducing hot drink scalds: study protocol for a randomised controlled trial.Iterative development of Vegethon: a theory-based mobile app intervention to increase vegetable consumption.Gamification for health promotion: systematic review of behaviour change techniques in smartphone appsAn evaluation of diabetes targeted apps for Android smartphone in relation to behaviour change techniques.Recent mobile health interventions to support medication adherence among HIV-positive MSM.A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot StudyWho Is Still Playing Pokémon Go? A Web-Based Survey.Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention.Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and PreferencesGamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study.Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examplesA Virtual Emergency Telemedicine Serious Game in Medical Training: A Quantitative, Professional Feedback-Informed Evaluation StudySmall Is Big: Interactive Trumps Passive Information in Breaking Information Barriers and Impacting Behavioral Antecedents.Does gamification increase engagement with online programs? A systematic review.Transitions from biomedical to recovery-oriented practices in mental health: a scoping review to explore the role of Internet-based interventions.Games for Health for Children-Current Status and Needed Research.Motivation and Treatment Credibility Predicts Dropout, Treatment Adherence, and Clinical Outcomes in an Internet-Based Cognitive Behavioral Relaxation Program: A Randomized Controlled Trial.Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis.Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in WomenGamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy.Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program.Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.Prendre le virage des partenariats."Moving the needle" through partnerships.The future of digital games for HIV prevention and care.Self-Directed Telehealth Parent-Mediated Intervention for Children With Autism Spectrum Disorder: Examination of the Potential Reach and Utilization in Community Settings.PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions.Developing a Patient-Centered mHealth App: A Tool for Adolescents With Type 1 Diabetes and Their Parents.Chances and Limitations of Video Games in the Fight against Childhood Obesity-A Systematic Review.Gamification in Stress Management Apps: A Critical App ReviewAssessing the efficacy and external validity of interventions promoting calcium or dairy intake in young adults: A systematic review with meta-analysis.Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness.Pilot RCT Results of an mHealth HIV Prevention Program for Sexual Minority Male Adolescents.Promoting physical activity in worksite settings: results of a German pilot study of the online intervention Healingo fit.Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study.Are Serious Games a Good Strategy for Pharmacy Education?Engaging Elderly People in Telemedicine Through Gamification
P2860
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P2860
Gamification: what it is and why it matters to digital health behavior change developers.
description
2013 nî lūn-bûn
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2013年の論文
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2013年学术文章
@wuu
2013年学术文章
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2013年学术文章
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2013年学术文章
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2013年学术文章
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2013年学术文章
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2013年學術文章
@zh-hant
name
Gamification: what it is and why it matters to digital health behavior change developers.
@en
Gamification: what it is and why it matters to digital health behavior change developers.
@nl
type
label
Gamification: what it is and why it matters to digital health behavior change developers.
@en
Gamification: what it is and why it matters to digital health behavior change developers.
@nl
prefLabel
Gamification: what it is and why it matters to digital health behavior change developers.
@en
Gamification: what it is and why it matters to digital health behavior change developers.
@nl
P2860
P356
P1433
P1476
Gamification: what it is and why it matters to digital health behavior change developers.
@en
P2093
Brian Cugelman
P2860
P356
10.2196/GAMES.3139
P577
2013-12-12T00:00:00Z