Cited by 23Educational Games and GamificationMobile Health and mHealth ApplicationsInnovative Human-Technology Interaction

Gamification and Health

Munson, Sean A., Poole, Erika, Perry, Daniel B., Peyton, Tamara·2015·The Gameful World

Integrity signals

Registry

Crossref · 10.7551/mitpress/9788.003.0042

Cites

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

We couldn’t retrieve this paper’s full text, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • 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

Cites

Still being checked.

Cited by

Sorted by citations

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

About these checks

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.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review