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Archetypes of Gamification: Analysis of mHealth Apps

Archetypes of Gamification: Analysis of mHealth Apps

While experiments on simple prototypes of gamification may improve the internal validity of the corpus of gamification research on how any specific gamification features affect behavior, the state of the apps of gamification in practice may differ from research

Manuel Schmidt-Kraepelin, Philipp A. Toussaint, Scott Thiebes, Juho Hamari, Ali Sunyaev

JMIR Mhealth Uhealth 2020;8(10):e19280

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

There was a wide degree of variation in gamification present in the apps. The average gamification score (ie, the mean of all five gamification principle ratings) ranged from 1.64 to 4.16 out of 5.

Mark Floryan, Philip I Chow, Stephen M Schueller, Lee M Ritterband

J Med Internet Res 2020;22(6):e16506

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study

Use of gamification technologies in these mobile interventions is the next advancement, as gamification might help diminish the repetitiveness of the task and increase both the extrinsic and intrinsic motivation to train [16].

Melvyn Zhang, Sandor Heng, Guo Song, Daniel SS Fung, Helen E Smith

JMIR Mhealth Uhealth 2019;7(10):e15871

Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module

Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module

Acquisition of knowledge and skills increases with interactivity, and this increase is even greater with the inclusion of game mechanics, or “gamification” [12,13].ObjectiveA gamified e-learning module may enhance the knowledge and skills of prehospital personnel

Mélanie Suppan, Birgit Gartner, Eric Golay, Loric Stuby, Marion White, Philippe Cottet, Mohamed Abbas, Anne Iten, Stephan Harbarth, Laurent Suppan

JMIR Serious Games 2020;8(2):e20173

Just a Fad? Gamification in Health and Fitness Apps

Just a Fad? Gamification in Health and Fitness Apps

The purposes of this study were to review health and fitness apps for elements of gamification, to determine the relationship between health app use of gamification and core elements of effective games, and to determine the extent to which apps with gamification

Cameron Lister, Joshua H West, Ben Cannon, Tyler Sax, David Brodegard

JMIR Serious Games 2014;2(2):e9

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Gamification is one of these technological opportunities and is increasingly recommended and used to make interventions more engaging [18-21].Gamification has been defined as “using game design elements in nongame contexts” [22].

Saskia Marion Kelders, Marion Sommers-Spijkerman, Jochem Goldberg

J Med Internet Res 2018;20(7):e247

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

With the increase in the interest in gamification, many researchers published gamification development methodology. Mora et al [10] conducted an empirical study on the gamification development methodology published from 2011 to 2015.

Sungjin Park, Sangkyun Kim

JMIR Serious Games 2018;6(4):e11336

Engaging Elderly People in Telemedicine Through Gamification

Engaging Elderly People in Telemedicine Through Gamification

, a broad approach to the subject of gamification was taken to gain insight into the many developments in gamification that occur both inside and outside of the scientific world.

Frederiek de Vette, Monique Tabak, Marit Dekker - van Weering, Miriam Vollenbroek-Hutten

JMIR Serious Games 2015;3(2):e9