相关论文: Unpacking Adherence and Engagement in Pervasive He…
Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…
Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…
User engagement is crucial for the efficacy of digital health and mental health interventions, yet existing design strategies for improving engagement remain heterogeneous, context-specific, and insufficiently grounded in motivational…
Engaging in playful activities, such as playing a musical instrument, learning a language, or performing sports, is a fundamental aspect of human life. We present a quantitative empirical analysis of the engagement dynamics into playful…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Medical non-adherence increasingly is recognized as a major medical health problem. Approximately 50% of patients do not take their medications as prescribed and such poor adherence has been shown to result in complications, death, and…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
This study protocol outlines the design and methodology of a research study investigating collaborative game elements to promote physical activity within digital health interventions. The study aims to examine how social relatedness…
Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries…
Committed individuals, who features steadfast dedication to advocating strong beliefs, values, and preferences, have garnered much attention across statistical physics, social science, and computer science. This survey delves into the…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Only 21% of employees consider themselves engaged at work. Moreover, disengagement has been shown to be even more problematic when work is repetitive in nature. Lack of engagement has been linked to variety of negative outcomes for…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…
Mobile games are extremely popular and engage millions of people every day. Even if they are often quite simple, their development features a high degree of difficulty and requires close attention to both achieve a high satisfaction from…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated…
Community Health Workers (CHWs) play a critical role in delivering primary healthcare services in low-resource settings, yet sustaining their training and performance remains a persistent challenge. Prior research has explored digital and…