Click here to download

Gamification and prevention activities
Journal Title: PSICOLOGIA DI COMUNITA’ 
Author/s: Rosalba Calderone 
Year:  2016 Issue: Language: Italian 
Pages:  7 Pg. 116-122 FullText PDF:  185 KB
DOI:  10.3280/PSC2016-002011
(DOI is like a bar code for intellectual property: to have more infomation:  clicca qui   and here 


The gamification is the use of mechanisms of game, aesthetics and playful thought for involve people, motivate the action, promote learning and solve problems. The practice of gamification has spread from marketing to the world of training and social, to be employed in recent times, also in prevention activities
Keywords: Game, marketing, prevention
Jel Code: I10, Z13

  1. Alahäivälä T., Oinas-Kukkonen H. (2016). Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International Journal of Medical Informatics, 96: 62-70.
  2. Deterding S., Dragona D., Ferri G., Fizek S., Foxman M., Fuchs M., Nicholson S., Philippett T., Poltroneri F.A., Raczkowski F., Raessens J., Ruffino P., Schrape N., Tiessen M. (2014). In: Fuchs M., Fizek S., Ruffino P., Schrape N., eds., Rethinking Gamification. Lüneburg: Meson Press, Hybrid Publishing Lab.
  3. González C.S., Gómez N., Navarro V., Cairós M., Quirce C., Toledo P., Marrero-Gordillo N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55, 529-551.
  4. Hieftje K., Duncan L.R., Fiellin L.E. (2014). Novel Methods to Collect Meaningful Data From Adolescents for the Development of Health Interventions. Health Promotion Practice, 15(5): 714-722.
  5. Schoech D., Boyas J.F., Black B.M., Lambert N.D. (2013). Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths. Journal of Technology in Human Services, 31: (3) 197-217., DOI: 10.1080/15228835.2013.81251
  6. Kapp K.M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

Rosalba Calderone, Gamification and prevention activities in "PSICOLOGIA DI COMUNITA’" 2/2016, pp. 116-122, DOI:10.3280/PSC2016-002011

   

FrancoAngeli is a member of Publishers International Linking Association a not for profit orgasnization wich runs the CrossRef service, enabing links to and from online scholarly content