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](https://asset.jmir.pub/assets/e13bb1f2fc1d1f072111482a2b6915f3.png 480w,https://asset.jmir.pub/assets/e13bb1f2fc1d1f072111482a2b6915f3.png 960w,https://asset.jmir.pub/assets/e13bb1f2fc1d1f072111482a2b6915f3.png 1920w,https://asset.jmir.pub/assets/e13bb1f2fc1d1f072111482a2b6915f3.png 2500w)
Journals
- 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
- 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
- Kai L, Tan W, Saari E. Dimensions of Interactive Pervasive Game Design: Systematic Review. JMIR Serious Games 2023;11:e42878 View