[HTML][HTML] Wearable activity trackers, accuracy, adoption, acceptance and health impact: A systematic literature review
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 …
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
Background Emerging sensing and communication technologies are contributing to the
development of many motor rehabilitation programs outside the standard healthcare …
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
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …
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
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 …
health behavior change support systems (HBCSSs). Fun and engaging components are …
Should gamification be personalized? A self-deterministic approach
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 …
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
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 …
living with Alzheimer disease and related dementias (ADRD) cite persistent and pervasive …
Increasing motivation in social exercise games: personalising gamification elements to player type
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 …
interventions including those for motivating physical activity, yet current player matching …
A systematic review of the effect of gamification on adherence across disciplines
Systematic reviews of gamification research often focus on effects on motivation and
engagement. Fewer studies systematically investigate the effect of gamification on …
engagement. Fewer studies systematically investigate the effect of gamification on …
Location-based games as exergames-from pokémon to the wizarding world
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 …
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
Exergames are becoming increasingly popular and have shown potential for motivating
physical activity. Past research suggests that social (multiplayer) exergames offer players an …
physical activity. Past research suggests that social (multiplayer) exergames offer players an …