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Gamification as Behavioral Psychology
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Video game DHIs are interactive, apply behavioural principles for controlling and modifying behaviour, and are uniquely captivating.
“By design, they are interactive, applying behavioural principles for controlling and modifying behaviour,11 making them uniquely captivating.”
From Mixed-methods feasibility outcomes for a novel ACT-based video game ‘ACTing Minds’ to support mental health (2024) · cites this paper as [11]
The Conclusion (page unavailable) says games and gamified products use structured behavior management, feedback, and rewards to change player behavior. The Applied Behavior Analysis and Behavior Modification section also connects these processes to engagement and behavior change. The chapter does not establish that video-game digital health interventions specifically are uniquely captivating. (LLM, conf=0.82)
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Metadata
- Authors
- Linehan, C., Kirman, B., & Roche, B.
- Venue
- The Gameful World
- Publisher
- The MIT Press
- Published
- 2015-01-16
- Pages
- 81-106
- OpenAlex
- W2572167536
- Cited by
- 42
- References
- 0
- Citations by year
- 2026: 4 · 2025: 2 · 2024: 4 · 2023: 4 · 2022: 4 · 2021: 2 · 2020: 6 · 2019: 3 · 2018: 5 · 2017: 1 · 2016: 7
- FWCI
- 8.43
- Type
- book chapter
- Language
- en
- Open access
- green
- hdl.handle.net
- Locations
- The MIT Press eBooks (publishedVersion)
- Arrow@dit (Dublin Institute of Technology) (submittedVersion)
- Cork Open Research Archive (University College Cork, Ireland) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Decision Sciences › General Decision Sciences › Decision-Making and Behavioral Economics
- Keywords
- gamification, behaviorism, motivation, behavior change
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