Sardi et al., 2017 - Google Patents
A systematic review of gamification in e-HealthSardi et al., 2017
View HTML- Document ID
- 6857237105102869105
- Author
- Sardi L
- Idri A
- Fernández-Alemán J
- Publication year
- Publication venue
- Journal of biomedical informatics
External Links
Snippet
Gamification is a relatively new trend that focuses on applying game mechanics to non- game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business …
- 230000036541 health 0 abstract description 100
Classifications
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- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/20—Education
- G06Q50/205—Education administration or guidance
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- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/22—Health care, e.g. hospitals; Social work
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- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
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- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
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- G06Q10/00—Administration; Management
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- G06Q10/105—Human resources
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- G—PHYSICS
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
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- G06Q30/00—Commerce, e.g. shopping or e-commerce
- G06Q30/02—Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
- G06Q30/0202—Market predictions or demand forecasting
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