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
  12. De Souza M, Andrade M, Luiza Neto I, Morgan S. Comportamento do pedestre com base na Teoria do Comportamento Planejado: uma revisão de escopo. Transportes 2024;32(2) View
  13. Duan Z, Jeong G. What Drives Continuance Usage Intention Toward Virtual Reality Games? Gamer-Avatar Identification and Experiential Consumption Perspectives. International Journal of Human–Computer Interaction 2025;41(14):8581 View
  14. Buenaseda L, Ong A, Cahigas M, Gumasing M. Examining the influential factors on the intention to use emulator applications among Gen Z: Integrating UTAUT2 and TPB for strategic insights into nostalgic gaming adoption and technology acceptance. Computers in Human Behavior Reports 2025;17:100590 View
  15. Giller M, Kowal T, Likus W, Brzęk A. Pokémon GO, Went, Gone…—Physical Activity Level, Health Behaviours, and Mental Well-Being of Game Users: A Cross-Sectional Study. Healthcare 2025;13(18):2334 View
  16. Duarte A, Konstantinidi N, Rocha T. Applying an adapted theory of planned behavior to visiting art exhibitions. Arte, Individuo y Sociedad 2025;Avance en línea:1 View

Books/Policy Documents

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

Conference Proceedings

  1. Garcia M, Oducado R. 2021 1st Conference on Online Teaching for Mobile Education (OT4ME). Intention to Utilize Mobile Game-Based Learning in Nursing Education From Teachers’ Perspective: A Theory of Planned Behavior Approach View