Holzinger et al., 2010
ViewPDFPublication | Publication Date | Title |
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Holzinger et al. | Chances of increasing youth health awareness through mobile wellness applications | |
Zuckerman et al. | Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity | |
Jarrahi et al. | Activity trackers, prior motivation, and perceived informational and motivational affordances | |
Mercer et al. | Acceptance of commercially available wearable activity trackers among adults aged over 50 and with chronic illness: a mixed-methods evaluation | |
Pereira et al. | A review of gamification for health-related contexts | |
Read et al. | Interactive games to promote behavior change in prevention and treatment | |
Mattila et al. | Empowering citizens for well-being and chronic disease management with wellness diary | |
Powell et al. | Physical activity and health | |
Marston et al. | Gamification | |
Alagöz et al. | From cloud computing to mobile Internet, from user focus to culture and hedonism: the crucible of mobile health care and wellness applications | |
Cherubini et al. | The unexpected downside of paying or sending messages to people to make them walk: Comparing tangible rewards and motivational messages to improve physical activity | |
O'Neil | Digital Health Promotion: A Critical Introduction | |
Aldenaini | Trends in Persuasive Technologies for Physical Activity and Sedentary Behavior: A Systematic Review | |
Novák | Handbook of research on holistic perspectives in gamification for clinical practice | |
Burford et al. | “I shy away from them because they are very identifiable”: A qualitative study exploring user and non-user's perceptions of wearable activity trackers | |
Jung | Digital health care and the fourth industrial revolution | |
Teyhen et al. | Leveraging technology: creating and sustaining changes for health | |
Meinen | Share the experience, don’t take it: Toward attunement with neurodiversity in videogames | |
Vargemidis et al. | Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults | |
Lim et al. | Effectiveness of game‐based exercise interventions on modifiable cardiovascular risk factors of individuals with type two diabetes mellitus: A systematic review and meta‐analysis | |
Suggs et al. | OVERWEIGHT AND OBESE SEDENTARY ADULTS'PHYSICAL ACTIVITY BELIEFS AND PREFERENCES. | |
Tong et al. | Utilizing gamification approaches in pervasive health: How can we motivate physical activity effectively? | |
Tong et al. | A field study: evaluating gamification approaches for promoting physical activity with motivational models of behavior changes | |
Ferwerda et al. | Tamagotchi++: a serious, personalized game to encourage healthy behavior | |
Vaziri | Facilitating Daily Life Integration of Technologies for Active and Healthy Aging |