Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews
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DOI: 10.1111/jocn.15246
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References listed on IDEAS
- Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
- Miia Marika Jansson & Marja Harjumaa & Ari‐Pekka Puhto & Minna Pikkarainen, 2019. "Healthcare professionals’ proposed eHealth needs in elective primary fast‐track hip and knee arthroplasty journey: A qualitative interview study," Journal of Clinical Nursing, John Wiley & Sons, vol. 28(23-24), pages 4434-4446, December.
- Miia Marika Jansson & Marja Harjumaa & Ari‐Pekka Puhto & Minna Pikkarainen, 2020. "Patients’ satisfaction and experiences during elective primary fast‐track total hip and knee arthroplasty journey: A qualitative study," Journal of Clinical Nursing, John Wiley & Sons, vol. 29(3-4), pages 567-582, February.
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Cited by:
- Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
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