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Articles published in 2017 in this theme: 11 (scroll down to load remaining articles)
2017
Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey
JMIR Mhealth Uhealth 2017 (Dec 11); 5(12):e191
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Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
JMIR Serious Games 2017 (Oct 24); 5(4):e21
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Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO)
JMIR Mhealth Uhealth 2017 (Oct 10); 5(10):e146
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User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study
JMIR Serious Games 2017 (Aug 25); 5(3):e18
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Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study
JMIR Serious Games 2017 (Aug 25); 5(3):e17
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Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study
J Med Internet Res 2017 (Jul 06); 19(7):e238
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What to Build for Middle-Agers to Come? Attractive and Necessary Functions of Exercise-Promotion Mobile Phone Apps: A Cross-Sectional Study
JMIR Mhealth Uhealth 2017 (May 25); 5(5):e65
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Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences
J Med Internet Res 2017 (Apr 20); 19(4):e124
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Who Is Still Playing Pokémon Go? A Web-Based Survey
JMIR Serious Games 2017 (Apr 05); 5(2):e7
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A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study
JMIR Serious Games 2017 (Apr 03); 5(2):e6
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User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design
JMIR Serious Games 2017 (Jan 11); 5(1):e2
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