Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we describe: the conceptualization of gamification, the five gamification principles for gamified digital health programmes or applications, the six most common game elements used to impact health behaviour applied in gamified digital health interventions and finally scientifically validated instruments to use for assessment of gamification in terms of self-reported psychological outcomes.Funding Agenc...
Objective: The aim of this article is to describe the development and testing of a prototype applica...
Chronic health conditions have necessitated the need for behavioral interventions (such as exercise ...
Background and aim: Low participation in cardiac rehabilitation (CR) means alternative strategies ar...
Gamification is defined as the use of game design elements in contexts other than gaming to increase...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Game-based approaches (gamification) can provide ideal strategies for health promotion, prevention, ...
In this study, the researcher experiments to prove the health care service of Gamification.Gamificat...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
The objective of this literature overview paper is to inform the healthcare informatics reader, who ...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
The use of gamification in healthcare has been receiving a great deal of attention in both academic ...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
A serious game is a type of game that is designed for a primary purpose other than entertainment. In...
Gamification is the design nexus between psychology and technology; thus, the ensemble of game desig...
Objective: The aim of this article is to describe the development and testing of a prototype applica...
Chronic health conditions have necessitated the need for behavioral interventions (such as exercise ...
Background and aim: Low participation in cardiac rehabilitation (CR) means alternative strategies ar...
Gamification is defined as the use of game design elements in contexts other than gaming to increase...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Game-based approaches (gamification) can provide ideal strategies for health promotion, prevention, ...
In this study, the researcher experiments to prove the health care service of Gamification.Gamificat...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
The objective of this literature overview paper is to inform the healthcare informatics reader, who ...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
The use of gamification in healthcare has been receiving a great deal of attention in both academic ...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
A serious game is a type of game that is designed for a primary purpose other than entertainment. In...
Gamification is the design nexus between psychology and technology; thus, the ensemble of game desig...
Objective: The aim of this article is to describe the development and testing of a prototype applica...
Chronic health conditions have necessitated the need for behavioral interventions (such as exercise ...
Background and aim: Low participation in cardiac rehabilitation (CR) means alternative strategies ar...