The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users join teams and can create team events to work together and improve their wellbeing status. The present study aims to review the application and the theoretical base of ‘The Wellbeing Game’, to adapt it to the German context, and to evaluate its health effects in different settings. Additional aims are to analyze the current state of research regarding the links between health, wellbeing, and gamification and to identify crucial game design elements that have to be implemented in the application in order to address the needs of competence, autono...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Gamification[5]and games have been used and studied in a variety of applications related to health a...
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...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
© Owners/Authors, 2017. This is the author's version of the work. It is posted here for your persona...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
The goal of this study is to identify a set of psychosocial variables and design domains important f...
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. ...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...
Tolks D, Sailer M, Dadaczynski K, et al. ONYA—The Wellbeing Game: How to Use Gamification to Promote...
Background: Compared to traditional persuasive technology and health games, gamification is posited ...
Gamification[5]and games have been used and studied in a variety of applications related to health a...
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...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
© Owners/Authors, 2017. This is the author's version of the work. It is posted here for your persona...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
BACKGROUND: There is little research on the application of gamification to mental health and well-be...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
The goal of this study is to identify a set of psychosocial variables and design domains important f...
Gamification is a promising approach to tackle users’ infrequent and decreasing use of health apps. ...
Gamified personal informatics offer us a chance to take responsibility for our quality of life ourse...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Purpose: This study aims to investigate the use of gamification and serious games as transformative ...