BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodological shortcomings of existing studies. What we actually know about the phenomenon today stems from fragmented pieces of knowledge, and a variety of different perspectives. Existing research primarily draws on conceptual knowledge that is gained from research prototypes, and isolated from industry best practices. We still lack knowledge on how gamification has been successfully designed and implemented within ...
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Background: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...
BACKGROUND: Gaming techniques are increasingly recognized as effective methods for changing behavior...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. ...
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. ...
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Background: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...
BACKGROUND: Gaming techniques are increasingly recognized as effective methods for changing behavior...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Gamification of mHealth apps is regarded as a promising approach to counteract decreasing long-term ...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. ...
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. ...
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...