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Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials

Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials

For example, Xu et al used game design elements that support SDT’s 3 basic psychological needs—autonomy, competence, and relatedness—to develop a gamification intervention [16]. Satisfying these needs fosters participants’ autonomous motivation, enhancing their sustained participation in PA [57]. GST also belongs to this category, primarily serving to refine and optimize gamification interventions [55].

Tianzhuo Yu, Monica Parry, Tianyue Yu, Linqi Xu, Yuejin Wu, Ting Zeng, Xin Leng, Qian Tong, Feng Li

JMIR Serious Games 2025;13:e64410