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mHealth offers the possibility of incorporating motivational elements such as playfulness and gamification, which is advantageous because humans supposedly learn best by playing.
“mHealth offers the possibility of incorporating motivational elements such as playfulness and gamification, which is advantageous because humans supposedly learn best by playing [13-17].”
From A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study (2022) · cites this paper as [13]
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“Furthermore, mHealth offers the possibility of incorporating motivational elements such as playfulness and gamification, which is advantageous because humans supposedly learn best by playing [13-17].”
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“He also reminded us that play, albeit in a more diffused form, is part of many activities outside the magic circle and that circles can be more open or closed (Ehrmann, 1968; Sutton-Smith, 2001).”
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“Whereas some academics theorize that the boundaries between play and real life have always been permeable (e.g. Anchor, 1978; Ehrmann, 1968), and that Huizinga’s notion is not so much descriptive but a moral construct (Lauteren, 2007), others struggle with its empirical applicability to…”
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Caillois's "Man, Play, and Games": An Appreciation and Evaluation.
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“Once we adopt the use of the term, we are also take on the ontology 159 that places a distinct division between the reality/seriousness/utility and play/ 160 non-seriousness/gratuitousness (Ehrmann 1968).”
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Sicart, M. (2021) · Games and Culture · doi:10.1177/15554120211020380 · Cited by 20 · see citing works
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11. Ludic identities and the magic circle
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“As a result, adult play has lost its qualities of spontaneity, creativity and joy (Ehrmann, 1968).”
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“Garrett and Gopalakrishna, 2010; Sharma and Sarel, 1995). Few studies address the impact of sales contest on salespeople’s ethic. A major challenge in marketing-sales research is helping managers understand sales ethics during a game context. Indeed, it is known that the work of salespeople involves heavy ethical cons…”
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“To define play is at the same time and in the same movement to define reality and to define culture (see Ehrmann et al., 1968: 55).”
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“…two varieties: Jocique, or wordplay, develops when “myth is reduced to its content and separated from its rites,” while ludique or physical play exists when “rite is 10 Games and Culture XX X McDonald 865 practiced for itself and separated from its myth” (Benveniste in Ehrmann et al., 1968, p. 36).”
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“Effectivement, Ehrman et al. (1968) confirment que les participants déterminés à gagner en deviennent assujettis au concours.”
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- Authors
- Ehrmann, J., Lewis, C., & Lewis, P.
- Venue
- Yale French Studies
- Publisher
- JSTOR
- Published
- 1968
- Issue
- 41
- Pages
- 31
- ISSN
- 0044-0078 (ISSN-L)
- OpenAlex
- W2796160258
- Cited by
- 149
- References
- 0
- Citations by year
- 2026: 5 · 2025: 37 · 2024: 3 · 2023: 3 · 2022: 2 · 2021: 10 · 2020: 5 · 2019: 13 · 2018: 1 · 2017: 1 · 2016: 5 · 2015: 16 · 2014: 3 · 2013: 5 · 2012: 4
- FWCI
- 0.00
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Yale French Studies (publishedVersion)
- Topics
- Social Sciences › Arts and Humanities › Philosophy › Rousseau and Enlightenment Thought
- Social Sciences › Arts and Humanities › Literature and Literary Theory › French Literature and Criticism
- Social Sciences › Arts and Humanities › Literature and Literary Theory › German Literature and Culture Studies
- Keywords
- Homo ludens, Johan Huizinga, play, games, play theory
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