Publications
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Teaching geriatric medicine through gamification University of Antwerp
Background Polypharmacy is becoming increasingly common and all doctors must be prepared to manage it competently. Aims The aim of this project is to evaluate the feasibility and use of a novel gamification-based teaching intervention on polypharmacy among doctors undergoing advanced geriatric training. Among others, one of the learning goals for the students was to be able to describe the adherence to medication. Methods Electronic ...
Gamification in a physical activity app University of Antwerp
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately improving their effectiveness. This study aimed to examine (1) whether the inclusion of gamification features in a physical activity smartphone app was associated with improved app usage and goal adherence, describe (2) use of the gamification features, and (3) by whom, and determine (4) whether engagement was associated with increased physical ...
Investigating the Influence of Personalised Gamification on Mobile Survey User Experience KU Leuven Ghent University
A Systematic Review of the Effect of Gamification on Adherence across Disciplines KU Leuven
Systematic reviews of gamification research often focus on effects on motivation and engagement. Fewer studies systematically investigate the effect of gamification on `adherence', the extent to which individuals use a gamified service and experience its content, as envisioned by the creators, to derive a certain benefit. To this end, this paper presents a systematic review of the effect of gamification on adherence across disciplines, including ...
Disambiguating preferences for gamification strategies to motivate pro-environmental behaviour KU Leuven
Much topical gamification research has focused on the application of personality trait models and the development of player typologies. These models are often applied under the assumption that personality or gamification user type reside as a stable construct within the individual. However, the preference for gamification strategies as well as their motivational impact, may vary in different contexts and situations. Therefore, our study aimed to ...
Tailoring gamification for adolescents: a validation study of Big Five and Hexad in Dutch KU Leuven
Gamification researchers deem adolescents a particularly interesting audience for tailored gamification. However, empirical validation of popular player typologies and personality trait models thus far has been limited to adults. As adolescents exhibit complex behaviours that differ from older adults, these models may need adaptation. To that end, we collected a unique data set of Big Five Inventory and Hexad questionnaire answers in Dutch from ...