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Despite these benefits and the availability of gamification tools such as interactive (outdoor) play equipment (eg, interactive game walls) or gamified apps (eg, Seppo [Seppo.io]), NSCs’ actual use of gamification appears to remain low (Schwarz, AF, unpublished data, December 2022). Insight into factors underlying of implementation of gamification is needed to determine whether gamification aligns with NSCs’ intentions and, if so, to better understand how to encourage NSCs to implement gamification.
JMIR Serious Games 2024;12:e52991
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