Using gamification to rationalize excessive use of mobile devices among children and adolescents.
Mridula GoelTanmay DixitArjun BajpaiAnshuman SinghPublished in: COMSNETS (2021)
Keyphrases
- autistic children
- mobile devices
- computer games
- context aware
- game design
- serious games
- mobile phone
- mobile learning
- location based services
- mobile applications
- wifi
- mobile users
- smart phones
- user experience
- mobile environments
- computing devices
- mobile computing
- embedded devices
- tablet computers
- location aware
- learning activities
- mobile technologies
- mobile commerce
- desktop computers
- internet access
- mobile networks
- physical location
- game mechanics
- m learning
- case study