Gamification and prevention activities

Author/s Rosalba Calderone
Publishing Year 2017 Issue 2016/2
Language Italian Pages 7 P. 116-122 File size 185 KB
DOI 10.3280/PSC2016-002011
DOI is like a bar code for intellectual property: to have more infomation click here

Below, you can see the article first page

If you want to buy this article in PDF format, you can do it, following the instructions to buy download credits

Article preview

FrancoAngeli is member of Publishers International Linking Association, Inc (PILA), a not-for-profit association which run the CrossRef service enabling links to and from online scholarly content.

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 codes: 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, La gamification nelle attività di prevenzione in "PSICOLOGIA DI COMUNITA’" 2/2016, pp 116-122, DOI: 10.3280/PSC2016-002011