2016
DOI: 10.1007/978-3-319-45841-0_3
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Reflection on Assumptions from Designing Female-Centric Educational Games

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Cited by 2 publications
(1 citation statement)
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“…Gamification's goal is to increase user engagement by using game-like techniques to make people feel more ownership and purpose towards the tasks engaged [3]. Games themselves may be embedded, meaning the act of playing the game is the protocol activity [23] making them part of intrinsic motivation, or they may be external to the protocol, in which gameplay is held as a reward for adhering to the task schedule of the protocol. In the case of the SCD app, two open source games were taken and integrated into the application and gameplay was allowed as an extrinsic reward for completing PROMIS surveys.…”
Section: Mhealth Engagementmentioning
confidence: 99%
“…Gamification's goal is to increase user engagement by using game-like techniques to make people feel more ownership and purpose towards the tasks engaged [3]. Games themselves may be embedded, meaning the act of playing the game is the protocol activity [23] making them part of intrinsic motivation, or they may be external to the protocol, in which gameplay is held as a reward for adhering to the task schedule of the protocol. In the case of the SCD app, two open source games were taken and integrated into the application and gameplay was allowed as an extrinsic reward for completing PROMIS surveys.…”
Section: Mhealth Engagementmentioning
confidence: 99%