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