Published on in Vol 9, No 1 (2021): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/16458, first published .
Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial

Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial

Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial

Journals

  1. Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602 View
  2. Doonan N, Oliveira L, Ravenelle C. Expanding the magic circle: Immersive storytelling that trains environmental perception. Convergence: The International Journal of Research into New Media Technologies 2023 View
  3. Kai L, Tan W, Saari E. Dimensions of Interactive Pervasive Game Design: Systematic Review. JMIR Serious Games 2023;11:e42878 View
  4. 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. Ulmer T, Baldauf M. Human-Computer Interaction. User Experience and Behavior. View
  2. Cardona J, Lopez J, Vela F, Moreira F. Information Systems and Technologies. View
  3. Laato S, Rauti S. Software Business. View
  4. Echeverri D. Interactive Storytelling. View