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    PublicationAccess status: Open Access ,
    Learning with gamified information systems
    (2022)
    Gamification is increasingly used in both private and work life domains. Whereas research on gamification has shown that gamification can have a positive impact on motivational and performance-related outcomes, some contradictory findings suggest that the specific design and implementation of gamification as well as the contexts in which gamification takes place play a crucial role for the specific effects on learning-related outcomes. Moreover, it is still unclear which specific gamification design elements are effective, how they can be combined, and how the implementation of specific gamification design elements might affect learning-related outcomes. Against this background, this thesis investigates the effects of gamification and the contexts in which gamification may take place using both quantitative and qualitative methods. The results show that individualized gamification design elements can positively affect motivational and performance-related outcomes. Additionally, the specific learning opportunities of the contexts in which gamification is implemented should be considered in the design of suitable gamification design elements.
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    PublicationAccess status: Open Access ,
    Retraining automatic action tendencies for smoking using mobile phone-based approach-avoidance bias training: a study protocol for a randomized controlled study
    Background Automatic tendencies to approach drug-related cues have been linked to the development and maintainance of harmful drug-taking behavior. Recent studies have demonstrated that these automatic approach tendencies can be targeted directly by means of cognitive bias modification (CBM). Moreover, changing those approach tendencies may enhance treatment outcomes. However, training and therapy effects tend to be rather small and adherence to the training might be impaired by time-consuming multiple laboratory training sessions. Here, we present a protocol for a randomized controlled design to improve CBM training efficiency and facilitate access to the training by providing mobile-phone-based training sessions at home to current smokers motivated to quit smoking. Methods Participants (n = 100) are current smokers who smoke at least six cigarettes per day for at least 6 months and are willing to quit smoking. All participants attend a brief behavioral smoking cessation intervention (TAU) and are randomly assigned either to an experimental (TAU + training) or a control group. Participants in the experimental condition are given access to a training application (app) aimed at retraining automatic approach biases for smoking cues. Participants are instructed to perform the app training outside the laboratory context on a daily basis for 14 consecutive days. Participants in the control group do not receive the training. Primary outcome measures are changes in smoking-related approach biases and reductions in daily nicotine consumption as assessed at baseline, post-training and at 6-week follow up. Secondary outcome measures include approach biases for alternative stimuli or smoking stimuli to which participants were not exposed during training, attentional and association biases, biochemical outcomes, and self-reported smoking behavior, also measured at three different time points (baseline, post-training, and follow up). After completion of the study, smokers in the control condition will receive access to the training app. Discussion This randomized controlled trial is the first to test the effectiveness of an app-based CBM intervention as an adjunct to a brief smoking cessation intervention in smokers motivated to quit smoking. The results of this study can inform future research in the optimization and advancement of CBM treatment for addiction.
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