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Showing posts with the label behavior change

Texas A&M University Health benefits of Pokémon Go

Texas A&M University. (2016, July 15 ). Health benefits of Pokémon Go.  ScienceDaily .  The Texas A&M article discusses what Matt Hoffman thought was beneficial from playing Pokemon GO. Although this article does not give any data it did give ways that Pokemon GO can be socially beneficial by making you go out into the community, Pokemon GO also has a community of its own for its players. This article was posted in July of 2016, the same month that Pokemon GO came out, therefore Hoffman did not play for more time than the game was at its most popular moment. In the article they talk about ways that can improve your experience in Pokemon GO but, he does not talk about the harms of Pokemon GO or how the world was before the game came out. I need to focus on the harmful parts of Pokemon GO but so far I am only focused on how the game has benefited the world health wise. I also need to find articles that are not made so fresh after the game came out. Compare the res...

Hoffman, A. Gamification in Stress Management Apps: A Critical App Review.

The purpose of this article, “Gamification in Stress Management Apps: A Critical App Review” , by Alexandra Hoffman, et all, was to discover how effective the gamification of mental health apps are. They found that the majority of mental health apps are not utilizing gamification to its full potential. There’s a chart that details their exact findings on page eight. Many apps did not include the basic gamification qualities: an avatar for example. Zero games had the ability to customize an avatar. Also, there’s a PDF link available on page 12 that shows the majority of apps had zero gamification qualities to them. The second-largest majority had only one or two gamification techniques.. Most apps don’t utilize gamification techniques as well as they could. This was a study done in Germany, although one of the requirements for the app was that they must be available in English. They reviewed sixty-two apps by downloading them and then seeing what they had to offer. Data was analyzed b...