Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review
Published 2021 View Full Article
- Home
- Publications
- Publication Search
- Publication Details
Title
Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review
Authors
Keywords
-
Journal
Sustainability
Volume 13, Issue 13, Pages 7017
Publisher
MDPI AG
Online
2021-06-23
DOI
10.3390/su13137017
References
Ask authors/readers for more resources
Related references
Note: Only part of the references are listed.- Apart we ride together: The motivations behind users of mixed-reality sports
- (2021) Daniel Westmattelmann et al. JOURNAL OF BUSINESS RESEARCH
- Assessment of the Potential of Wrist-Worn Wearable Sensors for Driver Drowsiness Detection
- (2020) Thomas Kundinger et al. SENSORS
- Association between behavioral phenotypes and response to a physical activity intervention using gamification and social incentives: Secondary analysis of the STEP UP randomized clinical trial
- (2020) Xisui Shirley Chen et al. PLoS One
- A Digital Coach Promoting Healthy Aging among Older Adults in Transition to Retirement: Results from a Qualitative Study in Italy
- (2020) Sara Santini et al. Sustainability
- Does Online Social Connectivity Promote Physical Activity in a Wearable Tracker-Based Intervention? A Pilot Randomized Controlled Study
- (2020) Myong-Won Seo et al. Sustainability
- Sport Experience Design: Wearable Fitness Technology in the Health and Fitness Industry
- (2020) Anthony D. Pizzo et al. JOURNAL OF SPORT MANAGEMENT
- Effectiveness of Behaviorally Designed Gamification Interventions With Social Incentives for Increasing Physical Activity Among Overweight and Obese Adults Across the United States
- (2019) Mitesh S. Patel et al. JAMA Internal Medicine
- User Engagement and Attrition in an App-Based Physical Activity Intervention: Secondary Analysis of a Randomized Controlled Trial
- (2019) Sarah Edney et al. JOURNAL OF MEDICAL INTERNET RESEARCH
- Using Fitness Trackers and Smartwatches to Measure Physical Activity in Research: Analysis of Consumer Wrist-Worn Wearables
- (2018) André Henriksen et al. JOURNAL OF MEDICAL INTERNET RESEARCH
- A systematic review of gamification in e-Health
- (2017) Lamyae Sardi et al. JOURNAL OF BIOMEDICAL INFORMATICS
- Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families
- (2017) Mitesh S. Patel et al. JAMA Internal Medicine
- Tweeting to Health
- (2016) Arlene E. Chung et al. CLINICAL PEDIATRICS
- Sustainable Wearables: Wearable Technology for Enhancing the Quality of Human Life
- (2016) Jaewoon Lee et al. Sustainability
- mActive: A Randomized Clinical Trial of an Automated mHealth Intervention for Physical Activity Promotion
- (2015) S. S. Martin et al. Journal of the American Heart Association
- Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity
- (2014) Oren Zuckerman et al. Personal and Ubiquitous Computing
- Activity Monitor Intervention to Promote Physical Activity of Physicians-In-Training: Randomized Controlled Trial
- (2014) Anne N. Thorndike et al. PLoS One
- Motivating participation in social computing applications: a user modeling perspective
- (2012) Julita Vassileva USER MODELING AND USER-ADAPTED INTERACTION
Become a Peeref-certified reviewer
The Peeref Institute provides free reviewer training that teaches the core competencies of the academic peer review process.
Get StartedAsk a Question. Answer a Question.
Quickly pose questions to the entire community. Debate answers and get clarity on the most important issues facing researchers.
Get Started