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  2. The collective aim of these networking events is to develop digital ‘games with purpose’ that can improve health by integrating software design and game mechanics with public health theory and behavioural insights. Gamification is a purposely-broad umbrella term used to encompass the process of using ‘gaming’ elements to motivate and ...

  3. May 7, 2019 · But combining behavioral economics and “gamification” — putting game elements such as points and achievement levels into non-game contexts — holds promise for driving behavior change. But to make...

  4. Nov 1, 2016 · We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.

    • Daniel Johnson, Sebastian Deterding, Kerri Ann Kuhn, Aleksandra Staneva, Stoyan Stoyanov, Leanne Hid...
    • 2016
  5. Mar 13, 2024 · Current evidence provides a good indication that gamification features in apps targeting physical activity or measures of adiposity results in slight improvements in these outcomes compared to non-gamified versions.

  6. Feb 5, 2024 · Gamification consists of transposing game-playing techniques (e.g., challenges and levels) into a non-gaming domain, such as healthcare. 7 Games provide opportunities for unconventional and non-traditional learning and behaviour change processes.

  7. Empirical evidence to support gamification in health is starting to emerge. 3 Some of the best examples of gamification are exergames that encourage exercise by turning physical activity into a game. 11 The use of mobile phones for these games has obvious advantages as handsets can be used to support and monitor outdoor activities. Exergames ...

  8. Jan 2, 2024 · Though still a young field of research, gamified digital interventions have demonstrated potential in exerting a favourable impact on health and overall well-being. With the increasing use of the internet and digital devices, the integration of game elements presents novel opportunities for preventing mental disorders and enhancing mental health.

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