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Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study

Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study

As described by Tark [28], the Triumf intervention could enhance the following: (1) autonomy through offering noncontrolling guidelines and flexibility in choosing the flow of tasks and goals and by using in-game rewards as feedback instead of behavior-controlling mechanisms [36]; (2) competence through broadening knowledge about the illness and the importance of treatment adherence by using rewards and praise for successfully completed health-related actions and by keeping the players optimally challenged (

Riin Tark, Mait Metelitsa, Kirsti Akkermann, Kadri Saks, Sirje Mikkel, Kadri Haljas

JMIR Serious Games 2019;7(3):e13776