2019
DOI: 10.1016/j.chb.2018.11.030
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Gamification and serious games: A literature meta-analysis and integrative model

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Cited by 177 publications
(103 citation statements)
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References 108 publications
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“…All games combine psychological factors, design and technology to facilitate learning and engage users in voluntary training 19 47. Serious games (1) are widely available with minimal initial and ongoing costs for the end-user; (2) are flexible and easily accessible for HCPs with busy schedules or with those working in facilities where SBE training is not routinely offered and (3) incorporate various aspects of gamification to provide an attractive and intrinsically motiving learning experience (eg, competition, emotional design, autonomy) 39 48–50…”
Section: Discussionmentioning
confidence: 99%
“…All games combine psychological factors, design and technology to facilitate learning and engage users in voluntary training 19 47. Serious games (1) are widely available with minimal initial and ongoing costs for the end-user; (2) are flexible and easily accessible for HCPs with busy schedules or with those working in facilities where SBE training is not routinely offered and (3) incorporate various aspects of gamification to provide an attractive and intrinsically motiving learning experience (eg, competition, emotional design, autonomy) 39 48–50…”
Section: Discussionmentioning
confidence: 99%
“…Gamifikasi adalah penggunaan elemen desain game dalam konteks non-game dalam proses meningkatkan layanan dengan fitur terkait game yang mendukung penciptaan nilai keseluruhan pengguna. [19] Konsep umum 2019…”
Section: Definisi Gamifikasiunclassified
“…As stated by Baptista & Oliveira, (2019), Gamification has function to provide effectiveness, fun, and enjoyable situation in learning process. The use of Gamification is effective to solve the problems in learning process.…”
Section: Introductionmentioning
confidence: 99%