e.g. mhealth
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Skip search results from other journals and go to results- 4 Journal of Medical Internet Research
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Gamified apps have several purposes in the context of health care, including managing comorbidities, preventing disease, encouraging the practice of healthy lifestyle habits, providing information, and building character [12].
JMIR Perioper Med 2024;7:e56033
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Gamified crowdsourcing has not previously been applied to annotate lung POCUS clips or ultrasound imaging data overall.
We examined whether a gamified crowdsourcing approach with inbuilt quality control measures can classify lung POCUS clips for presence and type of B-lines at comparable concordance to trained ultrasound experts.
J Med Internet Res 2024;26:e51397
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Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review
However, serious games and digital gamified tools are distinct but related concepts. Serious games use gaming as a central and primary medium [32]. In contrast, digital gamified tools (eg, apps) or gamified interventions are not complete game experiences but have gaming features, such as rewards systems, scoring of points, or engaging users in different challenges [33]. In this study, we defined digital gamified tools as digital apps with the aforementioned gaming features.
JMIR Serious Games 2024;12:e47257
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Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial
gamified
J Med Internet Res 2024;26:e51908
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Bivariate correlations between the gamified and standard Balloon Analogue Risk Task (BART) paradigms on (A) bursts, (B) mean pumps, (C) total money earned, and (D) coefficient of variability.
The coefficient of variability in the gamified BART was significantly and negatively associated with the CHI-T score (r=–0.16, P=.03). No other gamified or nongamified BART metric was associated with trait-based metrics.
J Med Internet Res 2023;25:e44414
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The hedonic benefit provided by a gamified system motivates users to take action. However, to our best knowledge, few studies discuss gamified CRM and its impact on people's attitudes or behaviors [7]. In this article, we advanced previous research and performed empirical studies to answer related questions.
Consumers are not totally rational. As they make purchase decisions, they involve their fantasies, emotions, or other experiential perspectives rather than just processing the information [8].
JMIR Serious Games 2023;11:e35756
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This potential limitation has already been highlighted in the paper describing the development of the gamified e-learning module used in this study [13], though cut scenes were embedded to provide direct demonstration [40,41].
Though incorrect answers regarding the donning sequence are easily understandable as they might primarily result from a lack of knowledge, an inability to correctly rebuild the doffing sequence is questioning.
J Med Internet Res 2020;22(8):e21265
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