Extending a Gamified Mobile App with a Public Display to Encourage Walking
暂无分享,去创建一个
Antonio Krüger | Pascal Lessel | Maximilian Altmeyer | Tobias Sander | A. Krüger | Pascal Lessel | Maximilian Altmeyer | Tobias Sander
[1] Qin Li,et al. A comparative study of smart insole on real-world step count , 2015, 2015 IEEE Signal Processing in Medicine and Biology Symposium (SPMB).
[2] Juho Hamari,et al. "Working out for likes": An empirical study on social influence in exercise gamification , 2015, Comput. Hum. Behav..
[3] Nadia Bianchi-Berthouze,et al. Tracking physical activity: problems related to running longitudinal studies with commercial devices , 2014, UbiComp Adjunct.
[4] Pearl Pu,et al. HealthyTogether: exploring social incentives for mobile fitness applications , 2014, Chinese CHI '14.
[5] S. Marshall,et al. Effect of Pedometer-Based Physical Activity Interventions , 2009, Research quarterly for exercise and sport.
[6] J. Carline,et al. Understanding physicians' skills at providing end-of-life care perspectives of patients, families, and health care workers. , 2001 .
[7] I. Olkin,et al. Using pedometers to increase physical activity and improve health: a systematic review. , 2007, JAMA.
[8] J. Carline,et al. Understanding physicians’ skills at providing end-of-life care , 2007, Journal of General Internal Medicine.
[9] Rebecca M. Turner,et al. The Impact of Study Size on Meta-analyses: Examination of Underpowered Studies in Cochrane Reviews , 2013, PloS one.
[10] B. Ainsworth,et al. International physical activity questionnaire: 12-country reliability and validity. , 2003, Medicine and science in sports and exercise.
[11] Yves Schutz,et al. Validity of four short physical activity questionnaires in middle-aged persons. , 2006, Medicine and science in sports and exercise.
[12] Ben Kirman,et al. Motivating physical activity at work: using persuasive social media for competitive step counting , 2010, MindTrek.
[13] David W. McDonald,et al. Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays , 2008, UbiComp.
[14] Christian Poellabauer,et al. Experiences measuring sleep and physical activity patterns across a large college cohort with fitbits , 2016, SEMWEB.
[15] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[16] B. J. Fogg,et al. Persuasive technology: using computers to change what we think and do , 2002, UBIQ.
[17] D. French,et al. What is the best way to change self-efficacy to promote lifestyle and recreational physical activity? A systematic review with meta-analysis. , 2010, British journal of health psychology.
[18] A. Manley. Physical Activity And Health: A Report Of The Surgeon General , 2004 .
[19] Andrea Grimes Parker,et al. Reflection-through-performance: personal implications of documenting health behaviors for the collective , 2014, Personal and Ubiquitous Computing.
[20] David W. McDonald,et al. Activity sensing in the wild: a field trial of ubifit garden , 2008, CHI.
[21] Andreas Voss,et al. Validation and Revision of a German Version of the Balanced Measure of Psychological Needs Scale , 2016 .
[22] Kennon M. Sheldon,et al. The balanced measure of psychological needs (BMPN) scale: An alternative domain general measure of need satisfaction , 2012 .
[23] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[24] Mohamed Ismail Nounou,et al. Are Currently Available Wearable Devices for Activity Tracking and Heart Rate Monitoring Accurate, Precise, and Medically Beneficial? , 2015, Healthcare informatics research.
[25] Rod McCrea,et al. Regional Variations in Walking for Different Purposes , 2007 .
[26] Majid Sarrafzadeh,et al. Smart insole: a wearable system for gait analysis , 2012, PETRA '12.
[27] Jakob Nielsen,et al. Evaluating the thinking-aloud technique for use by computer scientists , 1993 .
[28] C. Tudor-Locke,et al. Revisiting "how many steps are enough?". , 2008, Medicine and science in sports and exercise.
[29] Chris Harrison,et al. Pediluma: motivating physical activity through contextual information and social influence , 2010, TEI.
[30] Harri Sarsa. Does Gamification Work? A Literature Review , 2013 .
[31] M. Prinstein,et al. Beyond Homophily: A Decade of Advances in Understanding Peer Influence Processes. , 2011, Journal of research on adolescence : the official journal of the Society for Research on Adolescence.
[32] Silvia Lindtner,et al. Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game , 2006, UbiComp.
[33] Hsiu-Fang Hsieh,et al. Three Approaches to Qualitative Content Analysis , 2005, Qualitative health research.
[34] K. Patrick,et al. Physical Activity and Public Health: A Recommendation From the Centers for Disease Control and Prevention and the American College of Sports Medicine , 1995 .
[35] Florian Mueller,et al. Watch your steps: designing a semi-public display to promote physical activity , 2013, IE.
[36] J. B. Brooke,et al. SUS: A 'Quick and Dirty' Usability Scale , 1996 .
[37] Philip T. Kortum,et al. Determining what individual SUS scores mean: adding an adjective rating scale , 2009 .
[38] James A. Landay,et al. Design requirements for technologies that encourage physical activity , 2006, CHI.
[39] Michael Schaefer,et al. Effects of different viewing perspectives on somatosensory activations during observation of touch , 2009, Human brain mapping.
[40] E. Deci,et al. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.
[41] C. Tudor-Locke. Taking Steps toward Increased Physical Activity: Using Pedometers To Measure and Motivate. , 2002 .
[42] Rodrigo de Oliveira,et al. TripleBeat: enhancing exercise performance with persuasion , 2008, Mobile HCI.
[43] E. Deci,et al. Self-determination theory and the facilitation of intrinsic motivation , 2000 .
[44] Torin Monahan,et al. Benefits of ‘observer effects’: lessons from the field , 2010, Qualitative research : QR.
[45] Andrew D. Miller,et al. StepStream: a school-based pervasive social fitness system for everyday adolescent health , 2014, CHI.
[46] Tammy Toscos,et al. Chick clique: persuasive technology to motivate teenage girls to exercise , 2006, CHI Extended Abstracts.
[47] Antonio Krüger,et al. Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage Playfully , 2015, CHI.
[48] C. Corbin,et al. Accumulating 10,000 Steps: Does this Meet Current Physical Activity Guidelines? , 2003, Research quarterly for exercise and sport.
[49] Physical inactivity a leading cause of disease and disability, warns WHO. , 2002, Journal of advanced nursing.
[50] Deborah I. Fels,et al. Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..
[51] Josephine Arendt,et al. Health in a 24-h society , 2001, The Lancet.