2020
DOI: 10.1007/978-3-030-58459-7_30
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in-Game Raw Data Collection and Visualization in the Context of the “ThimelEdu” Educational Game

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Cited by 51 publications
(53 citation statements)
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“…To conclude, the depression diagnosis application system based on the gamification technique can motivate adolescents and increase their awareness about mental health care. The diagnosis results and the reports must be available to the users for selfenhancement and self-evaluation [40].…”
Section: Discussionmentioning
confidence: 99%
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“…To conclude, the depression diagnosis application system based on the gamification technique can motivate adolescents and increase their awareness about mental health care. The diagnosis results and the reports must be available to the users for selfenhancement and self-evaluation [40].…”
Section: Discussionmentioning
confidence: 99%
“…According to [39], gamification is an essential element in improving an application system's effectiveness and encourages continu-ous user engagement. A previous study [40] noted various fields implementing gamification into their learning process these days. With interaction engagement, users can obtain new information or develop current knowledge and understand a specific matter [40].…”
Section: Adolescent Motivation Enhancement Factorsmentioning
confidence: 99%
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