Gamification and Health
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Gamified systems using mobile phones or activity trackers can encompass practically all trackable everyday activity, unlike health games requiring people to add dedicated time and space to their life.
“Gamified systems using mobile phones or activity trackers can encompass practically all trackable everyday activity, unlike health games requiring people to add dedicated time and space to their life (Munson et al., 2015).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Munson et al., 2015
Gamified systems can intrinsically motivate the initiation and continued performance of health and well-being behaviours.
“Like games, gamified systems can intrinsically motivate the initiation and continued performance of health and well-being behaviours (Deterding, 2015b for similar arguments regarding gamification in general; King et al., 2013, Munson et al., 2015, Pereira et al., 2014; cf. Seaborn and Fels, 2015, Sola et al., 2015).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Munson et al., 2015
Current health gamification domains cover all major chronic health risks: physical activity, diet and weight management, medication adherence, rehabilitation, mental well-being, drug use, and patient activation around chronic diseases like diabetes, cancer, or asthma.
“Current health gamification domains cover all major chronic health risks: physical activity, diet and weight management, medication adherence, rehabilitation, mental well-being, drug use, patient activation around chronic diseases like Diabetes, cancer, or asthma (Munson et al., 2015, Pereira et al., 2014, Sola et al., 2015).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Munson et al., 2015
Retro-fitting existing health systems and enhancing new ones with an engaging 'game layer' may be faster, more cost-benefit efficient, and more scalable than the development of full-fledged health games.
“Retro-fitting existing health systems and enhancing new ones with an engaging “game layer” may be faster, most cost-benefit efficient, and more scalable than the development of full-fledged health games (Munson et al., 2015, Sawyer, 2014).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Munson et al., 2015
Most health games are delivered through a dedicated device like a game console and require users to create committed spaces and times for gameplay, which often clashes with people's varied access to technology, daily routines, and schedules.
“A second adoption hurdle is that most health games are delivered through a dedicated device like a game console, and require users to create committed spaces and times in their life for gameplay. This demand often clashes with people's varied access to technology, their daily routines and rituals, as well as busy and constantly shifting schedules (Munson et al., 2015).”
From Gamification for health and wellbeing: A systematic review of the literature (2016) · cites this paper as Munson et al., 2015
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Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237 · see citing works
Mazeas, A., Duclos, M., Pereira, B., & Chalabaev, A. (2022) · Journal of Medical Internet Research · doi:10.2196/26779 · Cited by 222 · see citing works
Alahäivälä, T., & B, H. O.-K. A. (2016) · International Journal of Medical Informatics · doi:10.1016/j.ijmedinf.2016.02.006 · Cited by 188 · see citing works
Jang, S., Kitchen, P., & Kim, J. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.07.056 · Cited by 161 · see citing works
Temporal ambivalences in smartphone use: Conflicting flows, conflicting responsibilities
Ytre-Arne, B., Syvertsen, T., Moe, H., & Karlsen, F. (2020) · New Media & Society · doi:10.1177/1461444820913561 · Cited by 86 · see citing works
Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification
Tolks, D., Lampert, C., Dadaczynski, K., Maslon, E., Paulus, P., & Sailer, M. (2020) · Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz · doi:10.1007/s00103-020-03156-1 · Cited by 83 · see citing works
Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes
Höchsmann, C., Müller, O., Ambühl, M., Klenk, C., Königstein, K., Infanger, D., Walz, S. P., & Schmidt-Trucksäss, A. (2019) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2019.02.017 · Cited by 67 · see citing works
Azevedo, J., Padrão, P., Gregório, M. J., Almeida, C., Moutinho, N., Lien, N., & Barros, R. (2018) · Journal of Nutrition Education and Behavior · doi:10.1016/j.jneb.2018.10.008 · Cited by 52 · see citing works
Gamification and Oral Health in Children and Adolescents: Scoping Review
Moreira, R., Silveira, A., Sequeira, T., Durão, N., Lourenço, J., Cascais, I., Cabral, R., & Taveira‐Gomes, T. (2023) · Interactive Journal of Medical Research · doi:10.2196/35132 · Cited by 36 · see citing works
Gamification als didaktisches Mittel in der Hochschulbildung
Tolks, D., & Sailer, M. (2021) · Springer eBooks · doi:10.1007/978-3-658-32849-8_29 · Cited by 22 · see citing works
Molecular Politics, Wearables, and the Aretaic Shift in Biopolitical Governance
Lindner, P. J. (2020) · Theory Culture & Society · doi:10.1177/0263276419894053 · Cited by 15 · see citing works
Ethical Issues of Gamification in Healthcare
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Gamification to Promote the Engagement in Healtcare and Wellness of Patients Under Therapeutic Care
Mishra, S. P., Kulshreshtha, D., Srivastava, A. K., Gandhi, A. K., & Rastogi, M. (2018) · Advances in marketing, customer relationship management, and e-services book series · doi:10.4018/978-1-5225-6064-7.ch015 · Cited by 9 · see citing works
Barber-Gumbs, T., Lagerros, Y. T., Sena, L., Gittelsohn, J., Chang, L. W., Zachary, W. W., & Surkan, P. J. (2020) · JMIR Formative Research · doi:10.2196/18224 · Cited by 6 · see citing works
Law, E. L., Watkins, D., Barwick, J., & Kirk, E. (2016) · ACM International Conference on Interaction Design and Children (IDC) · doi:10.1145/2930674.2930722 · Cited by 7 · see citing works
Using Gamification to Overcome Innovation Process Challenges
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Gamified Physical Exercise and Mental Health
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(2020) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-78769-339-520201007 · Cited by 1 · see citing works
Mapping Gamified Servicescapes for Physical Activity
Pavlopoulou, I. (2020) · Advances in business strategy and competitive advantage book series · doi:10.4018/978-1-7998-1970-7.ch008
Yadav, A. P. (2022) · Smart innovation, systems and technologies · doi:10.1007/978-981-16-9272-7_16
- Authors
- Munson, S. A., Poole, E., Perry, D. B., & Peyton, T.
- Venue
- The Gameful World
- Publisher
- The MIT Press
- Published
- 2015-01-16
- Pages
- 597-624
- OpenAlex
- W2553389388
- Cited by
- 23
- References
- 0
- Citations by year
- 2025: 1 · 2024: 1 · 2023: 1 · 2022: 2 · 2021: 2 · 2020: 9 · 2019: 1 · 2018: 3 · 2016: 3
- FWCI
- 3.89
- Type
- book chapter
- Language
- en
- Open access
- closed
- Locations
- The MIT Press eBooks (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- gamification, health, health behavior, game design, motivation
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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