2015
DOI: 10.1089/g4h.2015.0010
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Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art

Abstract: This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.

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Cited by 48 publications
(26 citation statements)
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“…While gamification is gaining popularity in telemedicine [ 41 ], limited information was found on appropriate designs for engaging elderly users. Our search for gamification frameworks did not return any information on how to address the elderly users.…”
Section: Resultsmentioning
confidence: 99%
“…While gamification is gaining popularity in telemedicine [ 41 ], limited information was found on appropriate designs for engaging elderly users. Our search for gamification frameworks did not return any information on how to address the elderly users.…”
Section: Resultsmentioning
confidence: 99%
“…In this regard, the major aim is to educate patients on healthier lifestyle habits (healthy diet and physical activity domains) [38, 39] and to facilitate the process of illness acceptance [40] after a diagnosis of GDM.…”
Section: Discussionmentioning
confidence: 99%
“…The purpose of wearable devices and healthcare apps is to motive change in health behaviors [4]. Especially, gaming elements in nongame contexts are an increasingly popular strategy to encourage users to do more exercise [5,6]. As the smartphone is prevalent, gaming elements are often used in mobile fitness apps to make sporting activities fun.…”
Section: Introductionmentioning
confidence: 99%
“…As the smartphone is prevalent, gaming elements are often used in mobile fitness apps to make sporting activities fun. Using methods such as leaderboards and metaphorical visualization encourage people to exercise more [6]. Most methods rely on community awareness or self-awareness of the game.…”
Section: Introductionmentioning
confidence: 99%