{"id":"W2129887445","doi":"10.2196/games.3139","title":"Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers","year":2013,"lang":"en","type":"editorial","venue":"JMIR Serious Games","topic":"Educational Games and Gamification","field":"Psychology","cited_by":568,"is_retracted":false,"has_abstract":true,"ca_institutions":"","funders":"","keywords":"Behavior change; Digital health; Psychological intervention; Relation (database); Behaviour change; Behavioural sciences; Health behavior; Engineering ethics; Psychology; Work (physics); Computer science; Management science; Data science; Knowledge management; Applied psychology; Social psychology; Medicine; Political science; Health care; Engineering; Psychotherapist","routes":{"ca_aff":false,"ca_fund":false,"ca_venue":true,"about_ca":false,"invisible_to_affiliation_only":true},"retraction":null,"screen":null,"machine_scores":{"provisional":true,"baseline":true,"maturity_gate_passed":false,"score_opus":0.03512267520466327,"score_gpt":0.3609344306362264,"score_spread":0.3258117554315632,"validation_status":"score_only:v0-immature-baseline","note":"Baseline scores from an immature model (maturity gate not passed). Scores rank; they never assert a category."}}