Results 181 to 190 of about 140,188 (287)
Abstract In an increasingly technology‐driven world, this study examined how communication design students can critically and creatively master advanced digital tools to craft immersive storytelling experiences, drawing upon an ‘analogue’ mindset. While immersive experiences are often associated with XR technologies, true immersion transcends the ...
Eleonora D'Ascenzi +2 more
wiley +1 more source
YOOMI: Effect of AI‐Guided Gamified Physical Therapy Exercise Software on Inpatient Mobility
Demonstration of YOOMI Software in Use.
Jay Naik +18 more
wiley +1 more source
Gamification-Based Interventions in Chronic Disease Care: A Systematic Review of Randomised Controlled Trials. [PDF]
Emaliyawati E +4 more
europepmc +1 more source
ABSTRACT Aim To explore the perceptions of patients with prostate cancer undergoing androgen deprivation therapy towards mobile health interventions. Design The study employed a qualitative descriptive design. Methods Seventeen participants were recruited from tertiary care hospitals from November 2022 to June 2023. The collected data were subsequently
Hongfan Yin, Chen Pan, Jia Gu, Yan Yang
wiley +1 more source
A gamification training system designed according to a mental model structure: A case study of universal robots. [PDF]
Sriviboon Y +3 more
europepmc +1 more source
Mercy Consent and Contained Resistance: Grievance Systems in Chinese Food‐Delivery Platforms
ABSTRACT Based on a multi‐methods qualitative study, this article investigates how in‐platform grievance systems operate in the Chinese food‐delivery platform work. Drawing on labour process theory, we examine the role of in‐platform grievance systems in shaping the dynamic interplay between control, consent, and resistance. Our findings reveal that in‐
Ziheng Liu, Wei Wei
wiley +1 more source
Enhancing user engagement: The role of gamification in mobile apps
Paula Bitrián +2 more
semanticscholar +1 more source
ABSTRACT This article examines the relationship between the gamification of platform food‐delivery work and workaholism. Drawing on a qualitative study, our findings suggest that while financial needs act as a ‘push’ factor, encouraging workers to enter off‐line platform work, gamification serves as a ‘pull’ factor ‐ driving an introjected motivation ...
Cristian Santabarbara +2 more
wiley +1 more source

