Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unforeseen health monitoring capabilities. Gamification, on the other hand, is an intriguing phenomenon that seeks to motivate people by applying game design elements to non-gaming contexts like healthcare. While increasing literature is available on wearables in healthcare and gamification in healthcare, thus far, little attention has been paid to the combination of both concepts. In this paper we take a first step towards closing this gap by looking at how gamification of health apps can provide consumers with a motivating and enticing interaction concept to drive the adoption of wearables for a healthy lifestyle. Thereby, we apply a technolog...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Technological development has facilitated new innovations in several fields, and the emergence of n...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Gamification is utilised to encourage behavioural change and advance desired attitudes in well-being...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Today globally, more people die from chronic diseases than from war and terrorism. This is not due t...
This paper explores how Generation Y engages with gamified health and fitness mobile apps focussing ...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Gamification of exercise has become a popular topic due to its motivational and engagement effects, ...
Background: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Recently, gamified wearable fitness trackers have received greater attention and usage among sport c...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Technological development has facilitated new innovations in several fields, and the emergence of n...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unf...
Gamification is utilised to encourage behavioural change and advance desired attitudes in well-being...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Today globally, more people die from chronic diseases than from war and terrorism. This is not due t...
This paper explores how Generation Y engages with gamified health and fitness mobile apps focussing ...
Objective: Smartphone games that aim to alter health behaviours are common, but there is uncertainty...
Gamification of exercise has become a popular topic due to its motivational and engagement effects, ...
Background: Nowadays, numerous health-related mobile apps implement gamification in an attempt to dr...
Recently, gamified wearable fitness trackers have received greater attention and usage among sport c...
The use of gamification in the health context, especially to trigger behavior change, has assumed a ...
Technological development has facilitated new innovations in several fields, and the emergence of n...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...