Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey

Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey

Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey

Journals

  1. Militello L, Hanna N, Nigg C. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679 View
  2. Ross J, Vidovich M. Relative importance of attribute preferences for radial vs. femoral arterial access: A crowdsourcing study of healthy online‐recruited volunteers. Catheterization and Cardiovascular Interventions 2019;93(7):1237 View
  3. 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
  4. Chukwuma-Nwuba E. The influence of culture on entrepreneurial intentions: a Nigerian university graduates’ perspective. Transnational Corporations Review 2018;10(3):213 View
  5. Baranowski T. Increasing physical activity among children and adolescents: Innovative ideas needed. Journal of Sport and Health Science 2019;8(1):1 View
  6. Baranowski T, Lyons E. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71 View
  7. Sun W, Mo C. High-speed real-time augmented reality tracking algorithm model of camera based on mixed feature points. Journal of Real-Time Image Processing 2021;18(2):249 View
  8. Zheng H, Giang W. Risk perception and distraction engagement with smart devices in different types of walking environments. Accident Analysis & Prevention 2021;162:106405 View
  9. Marto A, Gonçalves A. Augmented Reality Games and Presence: A Systematic Review. Journal of Imaging 2022;8(4):91 View
  10. Sghari A, Bouaziz F. Determinants of the intention to use serious games technology in entrepreneurship education: an empirical study of Tunisian teachers. Interactive Technology and Smart Education 2023;20(1):1 View
  11. Hollebeek L, Abbasi A, Schultz C, Ting D, Sigurdsson V. Hedonic consumption experience in videogaming: A multidimensional perspective. Journal of Retailing and Consumer Services 2022;65:102892 View

Books/Policy Documents

  1. Sengoku S. Mobile Health (mHealth). View