Sökning: WFRF:(Klompstra Leonie) > (2020-2024) > Understanding and a...
Fältnamn | Indikatorer | Metadata |
---|---|---|
000 | 03297naa a2200373 4500 | |
001 | oai:DiVA.org:liu-186491 | |
003 | SwePub | |
008 | 220628s2022 | |||||||||||000 ||eng| | |
024 | 7 | a https://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1864912 URI |
024 | 7 | a https://doi.org/10.1093/eurjcn/zvac0482 DOI |
040 | a (SwePub)liu | |
041 | a engb eng | |
042 | 9 SwePub | |
072 | 7 | a ref2 swepub-contenttype |
072 | 7 | a art2 swepub-publicationtype |
100 | 1 | a Berglund, Aseel,d 1973-u Linköpings universitet,Programvara och system,Tekniska fakulteten4 aut0 (Swepub:liu)aseib47 |
245 | 1 0 | a Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease |
264 | c 2022-06-16 | |
264 | 1 | b Oxford University Press,c 2022 |
338 | a electronic2 rdacarrier | |
500 | a Funding Agencies|Swedish Heart and Lung Foundation [20200190]; Kamprad Foundation [20210074]; Research Council in South East Sweden [FORSS-940933]; National Science Council [VR 2020-01109] | |
520 | a Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we describe: the conceptualization of gamification, the five gamification principles for gamified digital health programmes or applications, the six most common game elements used to impact health behaviour applied in gamified digital health interventions and finally scientifically validated instruments to use for assessment of gamification in terms of self-reported psychological outcomes. | |
650 | 7 | a MEDICIN OCH HÄLSOVETENSKAPx Hälsovetenskapx Folkhälsovetenskap, global hälsa, socialmedicin och epidemiologi0 (SwePub)303022 hsv//swe |
650 | 7 | a MEDICAL AND HEALTH SCIENCESx Health Sciencesx Public Health, Global Health, Social Medicine and Epidemiology0 (SwePub)303022 hsv//eng |
653 | a Research methods; Gamification; Serious gaming; Exergaming; Nursing research; Health research | |
700 | 1 | a Jaarsma, Tinyu Linköpings universitet,Avdelningen för omvårdnad och reproduktiv hälsa,Medicinska fakulteten4 aut0 (Swepub:liu)tinja77 |
700 | 1 | a Berglund, Eriku Linköpings universitet,Interaktiva och kognitiva system,Tekniska fakulteten4 aut0 (Swepub:liu)eribe22 |
700 | 1 | a Strömberg, Annau Linköpings universitet,Avdelningen för omvårdnad och reproduktiv hälsa,Medicinska fakulteten,Region Östergötland, Kardiologiska kliniken US4 aut0 (Swepub:liu)annst40 |
700 | 1 | a Klompstra, Leonieu Linköpings universitet,Avdelningen för omvårdnad och reproduktiv hälsa,Medicinska fakulteten4 aut0 (Swepub:liu)leokl30 |
710 | 2 | a Linköpings universitetb Programvara och system4 org |
773 | 0 | t European Journal of Cardiovascular Nursingd : Oxford University Pressg 21:6, s. 630-638q 21:6<630-638x 1474-5151x 1873-1953 |
856 | 4 | u https://liu.diva-portal.org/smash/get/diva2:1677866/FULLTEXT01.pdfx primaryx Raw objecty fulltext:print |
856 | 4 8 | u https://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-186491 |
856 | 4 8 | u https://doi.org/10.1093/eurjcn/zvac048 |
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