"healthifying" exergames: improving health outcomes through intentional priming
暂无分享,去创建一个
[1] L. Brawley,et al. The Relationship of Self‐Efficacy and Self‐Identity to Long‐Term Maintenance of Vigorous Physical Activity1 , 2007 .
[2] Jeffrey Heer,et al. Balancing exertion experiences , 2012, CHI.
[3] I. Ajzen. The theory of planned behavior , 1991 .
[4] Jodi Forlizzi,et al. Mining behavioral economics to design persuasive technology for healthy choices , 2011, CHI.
[5] R. Baer. Mindfulness Training as a Clinical Intervention: A Conceptual and Empirical Review , 2003 .
[6] Mark A Hlatky,et al. Validation of the Stanford Brief Activity Survey: examining psychological factors and physical activity levels in older adults. , 2010, Journal of physical activity & health.
[7] Andrew D. Miller,et al. Assessing Health Games in Secondary Schools: An Investigation of the American Horsepower Challenge 2009-2010 , 2011 .
[8] Silvia Lindtner,et al. Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game , 2006, UbiComp.
[9] Dan Cosley,et al. Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems , 2011, CHI.
[10] Michael R McGuigan,et al. QUANTITATION OF RESISTANCE TRAINING USING THE SESSION RATING OF PERCEIVED EXERTION METHOD , 2004, Journal of strength and conditioning research.
[11] J. Sallis,et al. The determinants of physical activity and exercise. , 1985, Public health reports.
[12] Alan D. Lopez,et al. Comparative quantification of health risks. Global and regional burden of disease attributable to selected major risk factors. Volume 1. , 2004 .
[13] Simon J. Marshall,et al. A theory-based framework for evaluating exergames as persuasive technology , 2009, Persuasive '09.
[14] J. Lawson. Comparative Quantification of Health Risks. Global and Regional Burden of Disease Attributable to Selected Major Risk Factors , 2006 .
[15] Phoebe Sengers,et al. Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight , 2011, CHI.
[16] J. Bailenson,et al. The Proteus Effect: The Effect of Transformed Self-Representation on Behavior , 2007 .
[17] David W. McDonald,et al. Theory-driven design strategies for technologies that support behavior change in everyday life , 2009, CHI.
[18] Physical Activity Guidelines Advisory Committee report, 2008. To the Secretary of Health and Human Services. Part A: executive summary. , 2009, Nutrition reviews.
[19] B. J. Fogg,et al. A behavior model for persuasive design , 2009, Persuasive '09.
[20] Carl Foster,et al. Using Session RPE to Monitor Different Methods of Resistance Exercise. , 2006, Journal of sports science & medicine.
[21] L. Cronbach,et al. How we should measure "change": Or should we? , 1970 .
[22] David W. McDonald,et al. Activity sensing in the wild: a field trial of ubifit garden , 2008, CHI.
[23] Stephen S. Intille,et al. Using wearable activity type detection to improve physical activity energy expenditure estimation , 2010, UbiComp.
[24] Zachary Wartell,et al. Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame , 2011, PRESENCE: Teleoperators and Virtual Environments.
[25] G. Godin,et al. Aerobic exercise and the placebo effect: a controlled study. , 1993, Psychosomatic medicine.
[26] Wei Peng,et al. Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games , 2011, Cyberpsychology Behav. Soc. Netw..
[27] Katherine Isbister,et al. Designing games for learning: insights from conversations with designers , 2010, CHI.
[28] D. Watson,et al. Development and validation of brief measures of positive and negative affect: the PANAS scales. , 1988, Journal of personality and social psychology.
[29] Philip Hingston,et al. Testing an exergame for effectiveness and attractiveness , 2010, 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference.
[30] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[31] Deborah I Thompson,et al. Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.
[32] E. Langer,et al. Mind-Set Matters , 2007, Psychological science.
[33] Harri Oinas-Kukkonen,et al. Persuasive system design: state of the art and future directions , 2009, Persuasive '09.
[34] Catherine M. Sabiston,et al. Prevalence and Correlates of Exergaming in Youth , 2012, Pediatrics.
[35] Damien Ridge,et al. Deakin Research Online , 2008 .
[36] M. Conner,et al. Efficacy of the Theory of Planned Behaviour: a meta-analytic review. , 2001, The British journal of social psychology.
[37] J. McGonigal. Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .
[38] Judy Robertson,et al. Understanding exergame users' physical activity, motivation and behavior over time , 2013, CHI.
[39] J. Duda,et al. Perceived barriers to exercise among adolescents. , 1989, The Journal of school health.
[40] Kenta Yamamoto,et al. METs in adults while playing active video games: a metabolic chamber study. , 2009, Medicine and science in sports and exercise.
[41] Stephen S. Intille,et al. Device Measuring Heart Rate, Respiration Rate, and Motion Accurately Estimates Activity Level and Energy Expenditure: 727 , 2011 .
[42] Harri Oinas-Kukkonen,et al. Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..
[43] Gunnar Borg,et al. Perceived exertion related to heart rate and blood lactate during arm and leg exercise , 2004, European Journal of Applied Physiology and Occupational Physiology.
[44] Jacqueline Kerr,et al. Effects of Behavioral Contingencies on Adolescent Active Videogame Play and Overall Activity: A Randomized Trial. , 2013, Games for health journal.
[45] Predrag V. Klasnja,et al. Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research , 2013, CHI.
[46] John C. Garner,et al. Changes in Physical Activity and Fitness After 3 Months of Home Wii Fit™ Use , 2011, Journal of strength and conditioning research.