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. 2016 Nov 2;6:89–106. doi: 10.1016/j.invent.2016.10.002

Table 3.

Positive, mixed/neutral and negative health and well-being impacts of gamification.

Impact Positive Mixed/neutral Negative Number of times each impact assessed
Affect 1 1
Behaviour 13 6 19
Cognition 8 9 17
Number of positive, mixed and negative impacts 22 15 0 37