Article
Psychology, Multidisciplinary
Philipp Rollin, Sebastian Bamberg
Summary: The implementation of temporary pop-up bike lanes in Berlin led to an increased number of cyclists according to traffic counts by the city administration. This paper explores the role of mobility-related descriptive social norms as mediators of this effect through correlational and experimental online studies. Results suggest that these norms reflect differences in cities' transport structure and impact mobility behavior. Additionally, participants use visual cues provided by manipulated photos to form their perceived mobility-related descriptive social norms, with infrastructural cues and observable mobility behavior having the strongest impact.
FRONTIERS IN PSYCHOLOGY
(2021)
Article
Health Care Sciences & Services
Henna Vepsalainen, Essi Skaffari, Katarzyna Wojtkowska, Julia Barlinska, Satu Kinnunen, Riikka Makkonen, Maria Heikkila, Mikko Lehtovirta, Carola Ray, Eira Suhonen, Jaakko Nevalainen, Nina Sajaniemi, Maijaliisa Erkkola
Summary: This study describes the development of the Mole's Veggie Adventures app and its effectiveness in increasing vegetable acceptance among Finnish and Polish preschoolers. The results show that the app has the potential to improve preschoolers' acceptance of vegetables and can be a valuable tool in supporting food education.
JMIR MHEALTH AND UHEALTH
(2022)
Article
Medicine, General & Internal
Charlotte C. Poot, Jasmijn de Boer, Lye Goto, Susanne J. van de Hei, Niels H. Chavannes, Valentijn T. Visch, Eline Meijer
Summary: This study used a participatory user-centered design approach to develop a persuasive game aimed at motivating asthma patients to adhere to their medication regimen. Through four phases of research, key reasons for non-adherence were identified, leading to the design of a game to enhance medication adherence. User-testing showed promising results, with the potential to support mild asthma patients in adhering to their maintenance medication.
PATIENT PREFERENCE AND ADHERENCE
(2023)
Article
Computer Science, Cybernetics
Marc Riar, Benedikt Morschheuser, Ruediger Zarnekow, Juho Hamari
Summary: Through the study of multiplayer online games, we found that cooperative game design can evoke altruistic sentiment in players, with enjoyment in helping others and cooperative goals leading to the formation of we-intentions. Individualistic game features, on the other hand, invoke I-intentions and self-centered motivations in games in the form of recognition-seeking. These findings provide theoretical and practical implications for cooperative game and gamification design.
BEHAVIOUR & INFORMATION TECHNOLOGY
(2023)
Article
Computer Science, Cybernetics
Nannan Xi, Oguz Oz Buruk, Juan Chen, Shiva Jabari, Juho Hamari
Summary: This study investigates the features of wearables that lead to a heightened game experience, finding that integrability to games, wearability, modularity, and sociability are the most important dimensions.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Chemistry, Analytical
Alejandro Blanco-M, Ruth S. Contreras-Espinosa, Jordi Sole-Casals
Summary: This study proposes a clustering technique to map user preferences for gamification elements and determine the preferred game genre. The results indicate variations in user preferences for different gamification elements, with some elements leading to divergent user groups and others showing consensus.
Article
Computer Science, Cybernetics
Shabih Fatima, Juan Carlos Augusto, Ralph Moseley, Povilas Urbonas, Anne Elliott, Nicola Payne
Summary: This research investigates strategies to encourage individuals to adopt a healthy lifestyle using gamification and identifies key factors for user retention. The study focuses on the characteristics of participants of different age groups in the areas of Self-Determination Theory (SDT) and Behavior Change Techniques (BCT), such as the Purpose component of SDT and the Daily Streak and Active Travel in the Habit Formation category of BCT.
ENTERTAINMENT COMPUTING
(2023)
Article
Computer Science, Cybernetics
Lissette Lopez-Faican, Javier Jaen
Summary: The study proposes the design of a cyber-physical mobile game with Augmented Reality and Geolocation, aiming to promote children and adolescents' empathic skills. The results indicate that the game is positively evaluated in terms of usability and game experience, and it has a positive impact on the fantasy and empathic concern dimensions of empathy.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2023)
Article
Management
Qingyu Zhang, Muhammad Azfar Anwar
Summary: This study focuses on the impact of gamification on users' environmentally responsible behavior (ERB) in the postadoption stage. It finds that gamification experiences with Ant Forest satisfy users' psychological needs, leading to the development of green beliefs and attitudes and ultimately promoting ERB. Users with higher green absorptive capacity demonstrate a stronger link between green beliefs or attitudes and ERB.
Article
Business
Rory Francis Mulcahy, Ryan McAndrew, Rebekah Russell-Bennett, Dawn Iacobucci
Summary: This research examines the impact of gamification on consumer behavior in a field study, demonstrating that gamification significantly enhances consumers' knowledge, attitudes, behavioral intentions, and realized bill savings. Reward-based game design elements contribute to enhancing sustainable behavior outcomes.
EUROPEAN JOURNAL OF MARKETING
(2021)
Article
Business
Fei Zhou, Youhai Lin, Jian Mou, Jason Cohen, Sihua Chen
Summary: Short video games have become popular and provide a new marketing platform for corporate commercial activities. This study investigates how to implement a gamification strategy on short-form video platforms. The results show that users' expectation violations in gamified interactions predict negative use behaviors, with psychological resistance and emotional exhaustion mediating the effects. Moral licensing negatively moderates the influence of expectation violations on psychological resistance, but not on emotional exhaustion.
TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE
(2023)
Article
Environmental Sciences
Yu Cao, Furou Kou, Hanli Hu, Guangyu Wan
Summary: Promoting low-carbon actions is an effective means of alleviating climate problems, and gamified interactions have emerged as a promising and practical idea for this purpose. This study explored the impact mechanisms of different gamification designs on consumers' low-carbon actions through goal-framing theory.
JOURNAL OF ENVIRONMENTAL MANAGEMENT
(2022)
Article
Psychology, Multidisciplinary
Dong Wang, Meiling Wu, Jiulong Qu, Yuncui Fan
Summary: This study constructed an evolutionary game model based on the behaviors of multiple subjects with participation by community planners in community micro-renewal. The findings show that financial subsidies provided by the grassroots government to community planners have a positive effect on their behavioral choices. The study also illustrates the path of the tripartite evolutionary game among the grassroots government, residents, and community planners to reach ideal stability.
FRONTIERS IN PSYCHOLOGY
(2022)
Article
Humanities, Multidisciplinary
Maria Martinez-Hita, Cosme Jesus Gomez-Carrasco, Pedro Miralles-Martinez
Summary: Research has shown that implementing gamified projects in history education for 4th year primary school students can improve their historical learning outcomes. This could serve as a reference point for promoting gamification in primary classrooms in the future. By comparing the performance of the experimental group with the control group, the results demonstrated significant improvement in historical learning for students involved in the gamified project.
HUMANITIES & SOCIAL SCIENCES COMMUNICATIONS
(2021)
Review
Computer Science, Cybernetics
Mouna Denden, Mourad Abed, Victor Holotescu, Ahmed Tlili, Carmen Holotescu, Gabriela Grosseck
Summary: Blockchain is a core technology with advantages such as immutability, transparency, high availability, strong data consistency, and interoperability. However, there are concerns regarding motivation, human factors, and miners' involvement and participation. Gamification has been proposed as a solution, but its use in blockchain systems is not well studied. This study conducts a literature review and finds that gamification is integrated into blockchain systems to motivate users/miners and increase data validation and trust. Ethereum is the most used platform, with points and challenges as the most used game elements. The study provides insights for integrating gamification in blockchain systems and suggests future research directions.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION
(2023)