2017 12th Iberian Conference on Information Systems and Technologies (CISTI) 2017
DOI: 10.23919/cisti.2017.7975943
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Gamification strategies for mobile device applications: A systematic review

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Cited by 8 publications
(6 citation statements)
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“…The problem of this heterogeneity of evaluation design has been expounded many times as problematic in understanding and comparing study designs, and in the achievement of the targeted behavioural outcomes (Alanne, 2016;Alessandra et al, 2019;Bodnar et al, 2016;Cechetti et al, 2017;da Silva et al, 2019;Edwards et al, 2016), and our study mirrors these concerns.…”
Section: Discussionmentioning
confidence: 95%
See 1 more Smart Citation
“…The problem of this heterogeneity of evaluation design has been expounded many times as problematic in understanding and comparing study designs, and in the achievement of the targeted behavioural outcomes (Alanne, 2016;Alessandra et al, 2019;Bodnar et al, 2016;Cechetti et al, 2017;da Silva et al, 2019;Edwards et al, 2016), and our study mirrors these concerns.…”
Section: Discussionmentioning
confidence: 95%
“…In 2012, Gartner Research asserted that 80% of gameful interventions will fail 'primarily due to poor design' (Burke, 2014). Specific to this poor design is the lack of articulation of the design approach adopted by serious game developers (Derksen et al, 2020;Rapp et al, 2019); the lack of articulation of the evaluation approach by serious game developers (Farcas & Szamoskozi, 2016); the heterogeneity of study designs (Bodnar et al, 2016); the lack of evidence-base explaining the engagement impact of game elements (Alanne, 2016;Alessandra et al, 2019;Bodnar et al, 2016;Cechetti et al, 2017;da Silva et al, 2019;Edwards et al, 2016;Lau et al, 2017) and the subsequent ad hoc inclusion of game elements by developers of serious games. There is thus an imperative to better understand the design and evaluation strategies embedded in gameful interventions to build an evidence-base for best practice.…”
Section: Introductionmentioning
confidence: 99%
“…We used the library of primary game mechanics developed by Järvinen [ 33 ], but other taxonomies of game mechanics may be useful for different Gs4H [ 32 - 37 ]. Game mechanics interact with one another and may have different effects at different times and different effects on different users; because of this inherent complexity, it is unlikely that a single, definitive catalog of game mechanics will emerge [ 32 , 70 ].…”
Section: Discussionmentioning
confidence: 99%
“…These processes can be oriented toward increasing participants' feelings of competence for engaging in physical activity Identify specific game mechanics designed to evoke target participant experiences [15,31]. Select a taxonomy of game mechanics to guide G4H game design [32][33][34][35][36][37]. Map individual game mechanics to the player experiences, BCTs, and psychosocial constructs identified in previous steps.…”
Section: Example Description Stepmentioning
confidence: 99%
“…These models and the research derived from them underscore the utility of mapping game mechanics to desired objectives for intervention development and evaluation. We used the library of primary game mechanics developed by Järvinen [33], but other taxonomies of game mechanics may be useful for different Gs4H [32][33][34][35][36][37]. Game mechanics interact with one another and may have different effects at different times and different effects on different users; because of this inherent complexity, it is unlikely that a single, definitive catalog of game mechanics will emerge [32,70].…”
Section: Comparison With Prior Workmentioning
confidence: 99%