Abstract:In recent years, sedentary behavior has been recognized as a major lifestyle-related health risk. Meanwhile, exergames and gamification of physical activities are effective tools to motivate behavior change, particularly to promote daily physical activities. Research has shown that persuasive technologies and gamification can be utilized to increase physical activity. On the other hand, studies have suggested that a "one-size-fitsall" approach does not work well for persuasive game design. At the same time, pl… Show more
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