Published on in Vol 5, No 10 (2017): October

Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO)

Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO)

Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO)

Journals

  1. Sharkey T, Whatnall M, Hutchesson M, Haslam R, Bezzina A, Collins C, Ashton L. Effectiveness of gender-targeted versus gender-neutral interventions aimed at improving dietary intake, physical activity and/or overweight/obesity in young adults (aged 17–35 years): a systematic review and meta-analysis. Nutrition Journal 2020;19(1) View
  2. Ashton L, Sharkey T, Whatnall M, Haslam R, Bezzina A, Aguiar E, Collins C, Hutchesson M. Which behaviour change techniques within interventions to prevent weight gain and/or initiate weight loss improve adiposity outcomes in young adults? A systematic review and meta‐analysis of randomized controlled trials. Obesity Reviews 2020;21(6) View
  3. Mo D, Xiang M, Luo M, Dong Y, Fang Y, Zhang S, Zhang Z, Liang H. Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. International Journal of Environmental Research and Public Health 2019;16(5):858 View
  4. Kelders S, Sommers-Spijkerman M, Goldberg J. Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment. Journal of Medical Internet Research 2018;20(7):e247 View
  5. Perlmutter A, Benchoufi M, Ravaud P, Tran V. Identification of Patient Perceptions That Can Affect the Uptake of Interventions Using Biometric Monitoring Devices: Systematic Review of Randomized Controlled Trials. Journal of Medical Internet Research 2020;22(9):e18986 View
  6. Soela Kim , Jeong Yeob Han . Co-presence in Gamified Geosocial Mobile Fitness Applications: Its Determinants and Effects on Perceived Support, Exercise Self-Efficacy, and Exercise Adherence. Health Communication Research 2018;17(2):33 View
  7. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  8. Whatnall M, Hutchesson M, Sharkey T, Haslam R, Bezzina A, Collins C, Tzelepis F, Ashton L. Recruiting and retaining young adults: what can we learn from behavioural interventions targeting nutrition, physical activity and/or obesity? A systematic review of the literature. Public Health Nutrition 2021;24(17):5686 View
  9. Whatnall M, Sharkey T, Hutchesson M, Haslam R, Bezzina A, Collins C, Ashton L. Effectiveness of interventions and behaviour change techniques for improving physical activity in young adults: A systematic review and meta-analysis. Journal of Sports Sciences 2021;39(15):1754 View
  10. Li C, Chen X, Bi X. Wearable activity trackers for promoting physical activity: A systematic meta-analytic review. International Journal of Medical Informatics 2021;152:104487 View
  11. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  12. 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
  13. Günther L, Schleberger S, Pischke C. Effectiveness of Social Media-Based Interventions for the Promotion of Physical Activity: Scoping Review. International Journal of Environmental Research and Public Health 2021;18(24):13018 View
  14. Mauch C, Edney S, Viana J, Gondalia S, Sellak H, Boud S, Nixon D, Ryan J. Precision health in behaviour change interventions: A scoping review. Preventive Medicine 2022;163:107192 View
  15. Schwarz A, Winkens L, de Vet E, Ossendrijver D, Bouwsema K, Simons M. Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies. JMIR mHealth and uHealth 2023;11:e40898 View
  16. Mazeas A, Duclos M, Pereira B, Chalabaev A. Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials. Journal of Medical Internet Research 2022;24(1):e26779 View
  17. Baumann H, Fiedler J, Wunsch K, Woll A, Wollesen B. mHealth Interventions to Reduce Physical Inactivity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-analysis of Randomized Controlled Trials. JMIR mHealth and uHealth 2022;10(5):e35920 View
  18. Casado-Robles C, Viciana J, Guijarro-Romero S, Mayorga-Vega D. Effects of Consumer-Wearable Activity Tracker-Based Programs on Objectively Measured Daily Physical Activity and Sedentary Behavior Among School-Aged Children: A Systematic Review and Meta-analysis. Sports Medicine - Open 2022;8(1) View
  19. Viana J, Edney S, Gondalia S, Mauch C, Sellak H, O'Callaghan N, Ryan J. Trends and gaps in precision health research: a scoping review. BMJ Open 2021;11(10):e056938 View
  20. Antezana G, Venning A, Smith D, Bidargaddi N. Understanding what we know so far about young people's engagement with wellbeing apps. A scoping review and narrative synthesis. DIGITAL HEALTH 2022;8:205520762211441 View
  21. Stecher C, Pfisterer B, Harden S, Epstein D, Hirschmann J, Wunsch K, Buman M. Assessing the Pragmatic Nature of Mobile Health Interventions Promoting Physical Activity: Systematic Review and Meta-analysis. JMIR mHealth and uHealth 2023;11:e43162 View
  22. Ozdamli F, Milrich F. Positive and Negative Impacts of Gamification on the Fitness Industry. European Journal of Investigation in Health, Psychology and Education 2023;13(8):1411 View
  23. Yfantidou S, Sermpezis P, Vakali A. 14 Years of Self-Tracking Technology for mHealth—Literature Review: Lessons Learned and the PAST SELF Framework. ACM Transactions on Computing for Healthcare 2023;4(3):1 View
  24. Yang J, Casey A, Cale L. The Influence of Healthy Lifestyle Technologies on Young People’s Physical Activity Participation and Health Learning: A Systematic Review. Quest 2023:1 View
  25. Ndulue C, Orji R. Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change. IEEE Transactions on Games 2023;15(2):121 View
  26. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  27. Ariño-Mateo E, García-Carretero J, Alonso-Rodríguez I, Olmos-Raya E. Gamified Physical Exercise and Mental Health. Salud, Ciencia y Tecnología 2024;4:1063 View

Books/Policy Documents

  1. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. View
  2. Ulmer T, Baldauf M. Human-Computer Interaction. User Experience and Behavior. View
  3. Hyypiö H, Giri S, Oinas-Kukkonen H. Persuasive Technology. View