Published on in Vol 2, No 2 (2014): Jul-Dec

Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity

Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity

Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity

Journals

  1. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7 View
  2. Jiang R, McKanna J, Calabrese S, Seif El-Nasr M. Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention: A Pilot Study. Games for Health Journal 2017;6(4):205 View
  3. Schneider K, Carter J, Putnam C, Keeney J, DeCator D, Kern D, Aylward L. Correlates of Active Videogame Use in Children. Games for Health Journal 2018;7(2):100 View
  4. Pham Q, Khatib Y, Stansfeld S, Fox S, Green T. Feasibility and Efficacy of an mHealth Game for Managing Anxiety: “Flowy” Randomized Controlled Pilot Trial and Design Evaluation. Games for Health Journal 2016;5(1):50 View
  5. Keeney J, Schneider K, Moller A. Lessons learned during formative phase development of an asynchronous, active video game intervention: Making sedentary fantasy sports active. Psychology of Sport and Exercise 2019;41:200 View
  6. Guo Y, Bian J, Leavitt T, Vincent H, Vander Zalm L, Teurlings T, Smith M, Modave F. Assessing the Quality of Mobile Exercise Apps Based on the American College of Sports Medicine Guidelines: A Reliable and Valid Scoring Instrument. Journal of Medical Internet Research 2017;19(3):e67 View
  7. Shiyko M, Hallinan S, Seif El-Nasr M, Subramanian S, Castaneda-Sceppa C. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women. JMIR Serious Games 2016;4(1):e8 View
  8. Giunti G. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631 View
  9. Buser M, Woratschek H, Ridpath B. Gamification through fantasy sports – Empirical findings from professional sport leagues. Sport, Business and Management: An International Journal 2021;11(5):575 View
  10. SEVİNÇLİ M, EĞER AYDOĞMUŞ M. Öz Belirleme Kuramı Temelinde Bir Müdahale Aracı Olarak Video Oyunları. Psikiyatride Güncel Yaklaşımlar 2022;14(2):207 View
  11. Chan G, Arya A, Orji R, Zhao Z, Whitehead A. Increasing motivation in social exercise games: personalising gamification elements to player type. Behaviour & Information Technology 2024;43(11):2608 View
  12. Moller A, Kornfield R, Lu A. Competition and Digital Game Design: a Self-Determination Theory Perspective. Interacting with Computers 2024 View
  13. Chan G, Banire B, Anukem S, Imran M, Meena S, Nwagu C, Oyebode O, Alslaity A, Arya A, Orji R. Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future Research. International Journal of Human–Computer Interaction 2024:1 View

Books/Policy Documents

  1. Wright K. The Handbook of Applied Communication Research. View