Gamified personal informatics offer us a chance to take responsibility for our quality of life ourselves. This study explores the effectiveness of such personal informatics; i.e. its ability to empower people to improve their quality of life. Within this study, two social challenges have been designed. Subsequently, their ability to improve a person’s health status and ecological footprint – as antecedents of quality of life – is empirically evaluated. Data analysis suggests that gamified personal informatics can empower users to improve their health (i.e. bodily functions as well as social participation). Within this study, a relation between personal informatics and users’ ecological footprint is not found
The goal of this study is to identify a set of psychosocial variables and design domains important f...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
Stimulating widespread interests of the population to participate in behavioural changes through inf...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
The rise of the digital era has caused digital domains to become increasingly prevalent and impactfu...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
Social gamification systems have shown potential for promoting healthy lifestyles, but applying them...
The goal of this study is to identify a set of psychosocial variables and design domains important f...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
Stimulating widespread interests of the population to participate in behavioural changes through inf...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
The rise of the digital era has caused digital domains to become increasingly prevalent and impactfu...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Background Compared to traditional persuasive technology and health games, gamification is posited t...
In the last few decades the popularity of games, and particularly of video games, has exploded. Vide...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
Social gamification systems have shown potential for promoting healthy lifestyles, but applying them...
The goal of this study is to identify a set of psychosocial variables and design domains important f...
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily acti...
Stimulating widespread interests of the population to participate in behavioural changes through inf...