5. ‘gamification’
an umbrella term for the use of video game elements
(rather than full-fledged games) to improve user
experience and user engagement in non-game services
and applications.
http://www.academia.edu/ 1961980_IHC/2011aG_gnisU_noitacifimaG_pohskroW_
noN_ni_stnemelE_ngiseD_em-stxetnoC_emaG
11. The video-game intervention significantly improved
treatment adherence and indicators of cancer-
related self-efficacy and knowledge in adolescents
and young adults who were undergoing cancer
therapy. The findings support current efforts to
develop effective video-game interventions for
education and training in health care.
PEDIATRICS Vol. 122 No. 2 August 1, 2008 pp. e305 -e317
(doi: 10.1542/peds.2007-3134)
18. “Instantly engaging for adults and kids, Personal
Zen is a rare example of science turned into fun in
order to reduce stress and anxiety”
—Dr. Tony Simon, Professor of Psychiatry & Behavioral
Sciences, University of California Davis