Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is Coronavirus (COVID-19)

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Virus that causes respiratory symptoms (fever, cough, shortness of breath) to develop in China's Wuhan Province in late December 2019.
Published in Chapter:
Gamification and Health in a Holistic Perspective
Selin Ögel Aydın (Istanbul Vocational School of Health and Social Sciences, Turkey)
DOI: 10.4018/978-1-7998-9223-6.ch009
Abstract
Gamification and health are discussed from a one-sided perspective. Gamification and health studies focus on the use of gamification for health and overlook the perspective on how gamification affects health. This chapter discusses gamification and health in terms of organizations, individuals, and society, and addresses the effects of gamification on health and the use of gamification for health. Existing research on gamification and health addresses gamification practices developed for health and the health effects of gamification separately. Consequently, the aim of this chapter is to contribute to the original research collection organized into gamification studies in health from a holistic perspective.
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR