Publisher
Springer International Publishing
Reference33 articles.
1. Lecture Notes in Computer Science;HM Aljaroodi,2017
2. Bilbey, T., Sandikkaya, M.T.: Effects of gamification to private data collection. J. Comput. Des. 1(3), 131–152 (2020)
3. Cafazzo, J.A., Casselman, M., Hamming, N., Katzman, D.K., Palmert, M.R.: Design of an mHealth app for the self-management of adolescent type 1 diabetes: a pilot study. J. Med. Internet Res. 14(3), e70 (2012)
4. Cheng, V.W.S., Davenport, T., Johnson, D., Vella, K., Hickie, I.B.: Gamification in apps and technologies for improving mental health and well-being: systematic review. JMIR Mental Health 6(6), e13717 (2019)
5. Deci, E.L., Ryan, R.M.: The “what’’ and “why’’ of goal pursuits: human needs and the self-determination of behavior. Psychol. Inquiry 11(4), 227–268 (2000)