2012
DOI: 10.1007/s00779-012-0561-y
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CAMMInA: a mobile ambient information system to motivate elders to exercise

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Cited by 20 publications
(21 citation statements)
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“…Other studies used parts from theories or models for their game design. Rodríguez et al 29 used triggers for physical activity, based on the behavioral model of Fogg, 35 and incorporated historical information and reflection, based on the Cognitive Dissonance Theory, to help the user to remain focused on the commitment to change by making him or her aware of past behavior as it relates to set goals. Both Munson and Consolvo 28 and Zuckerman and Gal-Oz 33 incorporated goal setting as a design element in their applications, thereby referring to the Goal Setting Theory.…”
Section: Resultsmentioning
confidence: 99%
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“…Other studies used parts from theories or models for their game design. Rodríguez et al 29 used triggers for physical activity, based on the behavioral model of Fogg, 35 and incorporated historical information and reflection, based on the Cognitive Dissonance Theory, to help the user to remain focused on the commitment to change by making him or her aware of past behavior as it relates to set goals. Both Munson and Consolvo 28 and Zuckerman and Gal-Oz 33 incorporated goal setting as a design element in their applications, thereby referring to the Goal Setting Theory.…”
Section: Resultsmentioning
confidence: 99%
“…The main reason for studies to be excluded was that the application did not include a game goal or gaming rules or did not focus on daily life activities, but rather on specific movements/exercises. The included studies [23][24][25][26][27][28][29][30][31][32][33] were published between 2006 and 2014, and most of them within the last 5 years. Each of the studies described the evaluation of a distinct game concept for promoting physical activity in daily life.…”
Section: Resultsmentioning
confidence: 99%
“…The functional paradigm dominates the reviewed articles, but we identified seven contributions oriented towards a sociotechnical paradigm [10,43,44,55,56,68,78]. The sociotechnical paradigm is ideally situated at one end of a spectrum that has the functional view at the opposite extreme.…”
Section: The Sociotechnical Paradigmmentioning
confidence: 99%
“…the functioning of devices or the user experience) and practices (i.e. design activities, caregiver duties, and user daily practices) bringing together contexts, humans, and things [55,56,68].…”
Section: The Sociotechnical Paradigmmentioning
confidence: 99%
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