2021 International Conference on COMmunication Systems &Amp; NETworkS (COMSNETS) 2021
DOI: 10.1109/comsnets51098.2021.9352888
|View full text |Cite
|
Sign up to set email alerts
|

Using gamification to rationalize excessive use of mobile devices among children and adolescents

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

0
4
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
3
2
1

Relationship

0
6

Authors

Journals

citations
Cited by 6 publications
(4 citation statements)
references
References 6 publications
0
4
0
Order By: Relevance
“…Gamification is related to a set of educational theories that have been repeatedly discussed in previous literature [6][7][8][9][10][11]. According to goal-setting theory, when the badge stimulus is presented immediately to the learner, the learner can measure his or her progress in relation to his or her goals.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is related to a set of educational theories that have been repeatedly discussed in previous literature [6][7][8][9][10][11]. According to goal-setting theory, when the badge stimulus is presented immediately to the learner, the learner can measure his or her progress in relation to his or her goals.…”
Section: Introductionmentioning
confidence: 99%
“…There have been some previous attempts to understand the features of apps that have the potential to reduce mobile phone use and MMPU [ 8 ], such as through blocking [ 14 , 15 ], mobile phone vibration [ 16 ], tracking [ 14 , 17 ], goal advancement [ 14 , 17 ], group-based intervention [ 9 , 18 ], and gamification [ 19 ]. Such categorization of app features is essential because each feature could support different cognitive processes [ 20 ].…”
Section: Introductionmentioning
confidence: 99%
“…There have been some previous attempts to understand the features of apps that have the potential to reduce mobile phone use and MMPU [8], such as through blocking [14,15], mobile phone vibration [16], tracking [14,17], goal advancement [14,17], group-based intervention [9,18], and gamification [19]. Such categorization of app features is essential because each feature could support different cognitive processes [20].…”
Section: Introductionmentioning
confidence: 99%