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J-GLOBAL ID:201802231316778466   Reference number:18A1014270

Effects of gamification-based intervention for promoting health behaviors

健康行動を促進するためのゲーミフィケーションに基づく介入の効果
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Volume:Issue:Page: 185-192(J-STAGE)  Publication year: 2018 
JST Material Number: L8465A  ISSN: 2186-8131  Document type: Article
Article type: 原著論文  Country of issue: Japan (JPN)  Language: ENGLISH (EN)
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Public health 
Reference (18):
  • 1) WHO. 2010. Global Recommendations on Physical Activity for Health. Geneva: World Health Organisation. (http://apps.who.int/iris/bitstream/10665/44399/1/9789241599979_eng.pdf#search=’WHO%2C+2010.+Global+recommendations+on+physical+activity+for+health.+World+Health’)
  • 2) Alahäivälä T and Oinas-Kukkonen H. 2016. Understanding persuasion contexts in health gamification: a systematic analysis of gamified health behavior change support systems literature. Int J Med Inform 96: 62-70.
  • 3) Hamari J, Koivisto J and Sarsa H. 2014. Does gamification work? - A literature review of empirical studies on gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9.
  • 4) Hamari J and Koivisto J. 2015. Why do people use gamification services? Int J Inf Manage (IJIM) 35: 419-431.
  • 5) Attali Y and Attali AM. 2015. Gamification in assessment: Do points affect test performance? Comput Educ 83: 57-63.
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