[HTML][HTML] Wearable activity trackers, accuracy, adoption, acceptance and health impact: A systematic literature review

G Shin, MH Jarrahi, Y Fei, A Karami… - Journal of biomedical …, 2019 - Elsevier
Wearable activity trackers (WAT) are electronic monitoring devices that enable users to track
and monitor their health-related physical fitness metrics including steps taken, level of …

Kinect and wearable inertial sensors for motor rehabilitation programs at home: State of the art and an experimental comparison

B Milosevic, A Leardini, E Farella - Biomedical engineering online, 2020 - Springer
Background Emerging sensing and communication technologies are contributing to the
development of many motor rehabilitation programs outside the standard healthcare …

[HTML][HTML] Effects of a personalized fitness recommender system using gamification and continuous player modeling: system design and long-term validation study

Z Zhao, A Arya, R Orji, G Chan - JMIR serious games, 2020 - games.jmir.org
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …

[PDF][PDF] Gamification in health behavior change support systems-A synthesis of unintended side effects

M Schmidt-Kraepelin, S Thiebes… - Proceedings of the …, 2019 - serval.unil.ch
Gamification has become a popular and promising tool to positively impact the usage of
health behavior change support systems (HBCSSs). Fun and engaging components are …

Should gamification be personalized? A self-deterministic approach

M Passalacqua, PD Senecal, M Fredette… - AIS Transactions on …, 2021 - aisel.aisnet.org
Abstract Information system (IS) gamification has been successful in many contexts. Yet,
research has shown gamification's success to vary between individuals. In this paper, we …

[HTML][HTML] Quality of mobile apps for care partners of people with alzheimer disease and related dementias: mobile app rating scale evaluation

NE Werner, JC Brown, P Loganathar… - JMIR mHealth and …, 2022 - mhealth.jmir.org
Background: Over 11 million care partners in the United States who provide care to people
living with Alzheimer disease and related dementias (ADRD) cite persistent and pervasive …

Increasing motivation in social exercise games: personalising gamification elements to player type

G Chan, A Arya, R Orji, Z Zhao… - Behaviour & Information …, 2024 - Taylor & Francis
Fun and social affiliation are good predictors of long-term intention to use game-based
interventions including those for motivating physical activity, yet current player matching …

A systematic review of the effect of gamification on adherence across disciplines

R De Croon, J Geuens, K Verbert… - … conference on human …, 2021 - Springer
Systematic reviews of gamification research often focus on effects on motivation and
engagement. Fewer studies systematically investigate the effect of gamification on …

Location-based games as exergames-from pokémon to the wizarding world

S Laato, S Hyrynsalmi, S Rauti… - International …, 2020 - journal.seriousgamessociety.org
Exergames, ie games which aim to increase player's physical activity, are a prominent sub-
category of serious games (SGs). Recently, location-based games (LBGs) similar to …

Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future Research

G Chan, B Banire, S Anukem, M Imran… - … Journal of Human …, 2024 - Taylor & Francis
Exergames are becoming increasingly popular and have shown potential for motivating
physical activity. Past research suggests that social (multiplayer) exergames offer players an …