Published on in Vol 6, No 8 (2017): August

Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity

Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity

Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity

Journals

  1. Kelders S, Sommers-Spijkerman M, Goldberg J. Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment. Journal of Medical Internet Research 2018;20(7):e247 View
  2. Pope L, Garnett B, Dibble M. Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth. Games for Health Journal 2018;7(2):136 View
  3. Lee J, Woo H. Quality evaluation of smartphone applications for physical activity promotion. Korean Journal of Health Education and Promotion 2019;36(4):67 View
  4. Williams W, Ayres C. Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT. International Journal of Environmental Research and Public Health 2020;17(2):669 View
  5. Uribe-Madrigal R, Gogeascoechea-Trejo M, Mota-Morales M, Ortiz-Chacha C, Salas-García B, Romero-Pedraza E, Ortiz-León M. Secondary School Students’ Perceptions of a Mobile Application Design for Smoking Prevention. Tobacco Prevention & Cessation 2021;7(March):1 View
  6. Mooses K, Taveter K. Agent-Oriented Goal Models in Developing Information Systems Supporting Physical Activity Among Adolescents: Literature Review and Expert Interviews. Journal of Medical Internet Research 2021;23(5):e24810 View