Published on in Vol 18, No 12 (2016): December

Influence of Pokémon Go on Physical Activity: Study and Implications

Influence of Pokémon Go on Physical Activity: Study and Implications

Influence of Pokémon Go on Physical Activity: Study and Implications

Authors of this article:

Tim Althoff1 Author Orcid Image ;   Ryen W White2 Author Orcid Image ;   Eric Horvitz2 Author Orcid Image

Journals

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  142. Wong R, Ho F, Tung K, Fu K, Ip P. Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study. JMIR Serious Games 2020;8(2):e17112 View
  143. Ellis L, Lee M, Ijaz K, Smith J, Braithwaite J, Yin K. COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study. Journal of Medical Internet Research 2020;22(12):e25117 View
  144. Mirlohi Falavarjani S, Jovanovic J, Fani H, Ghorbani A, Noorian Z, Bagheri E. On the causal relation between real world activities and emotional expressions of social media users. Journal of the Association for Information Science and Technology 2021;72(6):723 View
  145. Wang T, Gan Y, Arena S, Chitkushev L, Zhang G, Rawassizadeh R. Advances for Indoor Fitness Tracking, Coaching, and Motivation: A Review of Existing Technological Advances. IEEE Systems, Man, and Cybernetics Magazine 2021;7(1):4 View
  146. Mizdrak A, Ding D, Cleghorn C, Blakely T, Richards J. Hitting the Target but Missing the Point? Modelling Health and Economic Impacts of Different Approaches to Meeting the Global Action Plan for Physical Activity Target. Sports Medicine 2021;51(4):815 View
  147. Santos L, Okamoto K, Otsuki R, Hiragi S, Yamamoto G, Sugiyama O, Aoyama T, Kuroda T. Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial. JMIR Serious Games 2021;9(1):e16458 View
  148. Tonetto L, Lagerspetz E, Yi Ding A, Ott J, Tarkoma S, Nurmi P. The mobility laws of location-based games. EPJ Data Science 2021;10(1) View
  149. Schlomann A, Rasche P. Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games. The Computer Games Journal 2020;9(4):383 View
  150. Zempo K, Arai T, Aoki T, Okada Y. Sensing Framework for the Internet of Actors in the Value Co-Creation Process with a Beacon-Attachable Indoor Positioning System. Sensors 2020;21(1):83 View
  151. Hassinger-Das B, Brennan S, Dore R, Golinkoff R, Hirsh-Pasek K. Children and Screens. Annual Review of Developmental Psychology 2020;2(1):69 View
  152. Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
  153. Alamäki A, Dirin A, Suomala J. Students' expectations and social media sharing in adopting augmented reality. The International Journal of Information and Learning Technology 2021;38(2):196 View
  154. Valentine K, Jensen L. Mobile entanglements and communitas: the embodied nature of play in Pokémon Go. Educational Technology Research and Development 2021;69(4):1955 View
  155. Westmattelmann D, Grotenhermen J, Sprenger M, Schewe G. The show must go on - virtualisation of sport events during the COVID-19 pandemic. European Journal of Information Systems 2021;30(2):119 View
  156. Epstein D, Caldeira C, Figueiredo M, Lu X, Silva L, Williams L, Lee J, Li Q, Ahuja S, Chen Q, Dowlatyari P, Hilby C, Sultana S, Eikey E, Chen Y. Mapping and Taking Stock of the Personal Informatics Literature. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2020;4(4):1 View
  157. Katayama A, Hase A, Miyatake N. Disaster Prevention Education along with Weekly Exercise Improves Self-Efficacy in Community-Dwelling Japanese People—A Randomized Control Trial. Medicina 2021;57(3):231 View
  158. Guo Y, Peeta S, Agrawal S, Benedyk I. Impacts of Pokémon GO on route and mode choice decisions: exploring the potential for integrating augmented reality, gamification, and social components in mobile apps to influence travel decisions. Transportation 2022;49(2):395 View
  159. Cardona-Reyes H, Muñoz-Arteaga J, Mitre-Ortiz A, Villalba-Condori K. Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience. Applied Sciences 2021;11(6):2804 View
  160. Lee D. Knowledge Gaps in Mobile Health Research for Promoting Physical Activity in Adults With Autism Spectrum Disorder. Frontiers in Psychology 2021;12 View
  161. Beach C, Montoye A, Steeves J. Differences in Physical Activity During Walking and Two Pokémon Go Playing Styles. Games for Health Journal 2021;10(2):130 View
  162. Whitson J, French M. Productive play: The shift from responsible consumption to responsible production. Journal of Consumer Culture 2021;21(1):14 View
  163. Laato S, Islam A, Laine T. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 2022;41(9):1888 View
  164. Park S, Kim S. Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study. JMIR Serious Games 2021;9(2):e14746 View
  165. Pamuru V, Khern-am-nuai W, Kannan K. The Impact of an Augmented-Reality Game on Local Businesses: A Study of Pokémon Go on Restaurants. Information Systems Research 2021;32(3):950 View
  166. Frömel K, Skalik K, Svozil Z, Groffik D, Mitáš J. A Higher Step Count Is Associated with the Better Evaluation of Physical Education Lessons in Adolescents. Sustainability 2021;13(8):4569 View
  167. BOZ YUKSEKDAG B. Sağlık profesyonellerinin eğitiminde artırılmış gerçeklik uygulamaları. Açıköğretim Uygulamaları ve Araştırmaları Dergisi 2021;7(2):130 View
  168. Lee J, Zeng N, Oh Y, Lee D, Gao Z. Effects of Pokémon GO on Physical Activity and Psychological and Social Outcomes: A Systematic Review. Journal of Clinical Medicine 2021;10(9):1860 View
  169. Mihale-Wilson C, Felka P, Hinz O, Spann M. The influence of location-based games on traditional entertainment products. Decision Support Systems 2021;149:113604 View
  170. Kosa M, Uysal A. Effects of Presence and Physical Activity on Player Well-being in Augmented Reality Games: A Diary Study. International Journal of Human–Computer Interaction 2022;38(1):93 View
  171. Talukder M, Laato S, Islam A, Bao Y. Continued use intention of wearable health technologies among the elderly: an enablers and inhibitors perspective. Internet Research 2021;31(5):1611 View
  172. Kuo P, Shen C, Chiu C. The impact of large-scale events: A difference-in-difference model for a Pokémon go safari zone event in Tainan and its effect on bikeshare systems. Transportation Research Part A: Policy and Practice 2021;149:283 View
  173. Nishiwaki M, Matsumoto N. The effects of Pokémon GO playing on daily steps: A retrospective observational study in Japanese male college students. Japanese Journal of Physical Fitness and Sports Medicine 2018;67(3):237 View
  174. Balasekaran G, Ibrahim A, Cheo N, Wang P, Kuan G, Popeska B, Chin M, Mok M, Edginton C, Culpan I, Durstine J. Using Brain-Breaks® as a Technology Tool to Increase Attitude towards Physical Activity among Students in Singapore. Brain Sciences 2021;11(6):784 View
  175. Thirumaran K, Chawla S, Dillon R, Sabharwal J. Virtual pets want to travel: Engaging visitors, creating excitement. Tourism Management Perspectives 2021;39:100859 View
  176. Lucho Lingan C, Li M, Vermeeren A. THE IMMERSION CYCLE: UNDERSTANDING IMMERSIVE EXPERIENCES THROUGH A CYCLICAL MODEL. Proceedings of the Design Society 2021;1:3011 View
  177. Bishop E. Using a cross-cultural conception of play to explore the perspectives of parents of Somali heritage and primary school practitioners in an English primary school. Educational and Child Psychology 2020;37(4):53 View
  178. Ong J, Massar S, Lau T, Ng B, Chan L, Koek D, Cheong K, Chee M. A randomized-controlled trial of a digital, small incentive-based intervention for working adults with short sleep. SLEEP 2023;46(5) View
  179. Siriaraya P, Kiriu T, She W, Mittal M, Kawai Y, Nakajima S. Investigating the use of Spatialized Audio Augmented Reality to enhance the outdoor running experience. Entertainment Computing 2023;44:100534 View
  180. Kemp B, Parrish A, Batterham M, Cliff D. Changes in subdomains of non-organized physical activity between childhood and adolescence in Australia: a longitudinal study. International Journal of Behavioral Nutrition and Physical Activity 2022;19(1) View
  181. Putz-Egger L, Beil D, Dopler S, Diephuis J. Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers. Applied Sciences 2022;12(18):9066 View
  182. Laato S, Inaba N, Hamari J. Convergence between the real and the augmented: Experiences and perceptions in location-based games. Telematics and Informatics 2021;65:101716 View
  183. Tripicchio G, Jones G, Hart C, Hyun M, DeSabato E, Giddings A, Ehrhardt A, Rosenberg E. A digitally enhanced home-based physical activity intervention for high-risk middle school youth during COVID-19. Translational Behavioral Medicine 2023;13(1):17 View
  184. Gee L, Subramaniam A, Muthusamy S, Vasanthi R. DOES PLAYING LOCATION-BASED AUGMENTED REALITY GAME INCREASES THE LEVEL OF PHYSICAL ACTIVITY?. Journal of Experimental Biology and Agricultural Sciences 2021;9(Spl-1- GCSGD_2020):S182 View
  185. Jumareng H, Setiawan E, Németh Z. Augmented Pokemon Go in Times of Covid-19: Does it Have any Effect on Promoting Teenagers’ Physical Activity?. Physical Education Theory and Methodology 2022;22(3):360 View
  186. Wingenbach T, Zana Y. Playing Pokemon Go: Increased Life Satisfaction Through More (Positive) Social Interactions. Frontiers in Sports and Active Living 2022;4 View
  187. Grajek M, Olszewski Ł, Krupa-Kotara K, Białek-Dratwa A, Sas-Nowosielski K. Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games. Frontiers in Psychology 2022;13 View
  188. Laor T. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321 View
  189. Lemmens J, Weergang I. Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players. Entertainment Computing 2023;45:100548 View
  190. Alcindor M, Jackson D, Alcindor-Huelva P. Heritage places as the settings for virtual playgrounds: perceived realism in videogames, as a tool for the re-localisation of physical places. International Journal of Heritage Studies 2022;28(7):865 View
  191. Torrado J, Jaccheri L, Pelagatti S, Wold I. HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities. Entertainment Computing 2022;42:100477 View
  192. Epah J, Gülec I, Winter S, Dörr J, Geisen C, Haecker E, Link D, Schwab M, Seifried E, Schäfer R. From Unit to Dose: A Machine Learning Approach for Precise Prediction of Hemoglobin and Iron Content in Individual Packed Red Blood Cell Units. Advanced Science 2022;9(36) View
  193. Martínez-López E, López-Serrano S, De La Torre-Cruz M, Ruiz-Ariza A. Effects of the augmented reality game Pokémon GO on fitness and fatness in secondary school students. Health Education Journal 2022;81(1):54 View
  194. Soltero E, Lopez C, Musaad S, O'Connor T, Thompson D. Fit24, a digital health intervention to reduce type 2 diabetes risk among Hispanic youth: Protocol for a feasibility pilot study. Contemporary Clinical Trials 2023;127:107117 View
  195. Söbke H, Baalsrud Hauge J, Pechenkina E, Gagnon D, Ninaus M. Editorial: “Serious location-based games”. Frontiers in Education 2022;7 View
  196. Deshbandhu A, Roy D, Kushal S. Hybrid habitats: Remediating leisure, space and youth throughPokémon Goin India. Journal of Leisure Research 2022;53(4):532 View
  197. Guo Y, Agrawal S, Peeta S, Benedyk I. Safety and health perceptions of location-based augmented reality gaming app and their implications. Accident Analysis & Prevention 2021;161:106354 View
  198. Althoff T, Nilforoshan H, Hua J, Leskovec J. Large-scale diet tracking data reveal disparate associations between food environment and diet. Nature Communications 2022;13(1) View
  199. Mercier J, Chabloz N, Dozot G, Ertz O, Bocher E, Rappo D. BiodivAR: A Cartographic Authoring Tool for the Visualization of Geolocated Media in Augmented Reality. ISPRS International Journal of Geo-Information 2023;12(2):61 View
  200. Suh J, Horvitz E, White R, Althoff T. Disparate impacts on online information access during the Covid-19 pandemic. Nature Communications 2022;13(1) View
  201. Cheng Z, Greenwood B, Pavlou P. Location-Based Mobile Gaming and Local Depression Trends: A Study of Pokémon Go. Journal of Management Information Systems 2022;39(1):68 View
  202. Moscoso M, Villarreal-Zegarra D, Del Castillo D, Zavaleta E, Miranda J. Personality profiles and engagement with the augmented reality game Pokémon GO: a cross-sectional study. Wellcome Open Research 2022;7:264 View
  203. Xu L, Li J, Zhang X, Pang Y, Yu T, Lian X, Yu T, Zhu L, Tong Q, Li F. Mobile health-based gamification intervention to increase physical activity participation among patients with coronary heart disease: study protocol of a randomised controlled trial. BMJ Open 2022;12(1):e054623 View
  204. Khalis A, Ferrari M, Smit S, Ewell P, Mikami A. You teach me and I’ll teach you: The role of social interactions on positivity elicited from playing Pokémon GO. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2022;16(4) View
  205. Gamston C, Hollingsworth J, Fox B, Rogers S, O'Barr M, Lloyd K. Evaluation of the impact of enhanced virtual forms and gamification on intervention identification in a pharmacist-led ambulatory care clinic. Exploratory Research in Clinical and Social Pharmacy 2021;4:100068 View
  206. Fang I, Liu Y, Fang P, Chow H, Chao P, Ho H. Does Pokémon GO increase leisure-time physical activity according to World Health Organization physical activity guidelines?. Sport Sciences for Health 2023;19(1):167 View
  207. van der Hof S, van Hilten S, Ouburg S, Birk M, van Rooij A. “Don't Gamble With Children's Rights”—How Behavioral Design Impacts the Right of Children to a Playful and Healthy Game Environment. Frontiers in Digital Health 2022;4 View
  208. Laor T, Rosenberg H, Steinfeld N. Oh, no, Pokémon GO! Media panic and fear of mobility in news coverage of an augmented reality phenomenon. Mobile Media & Communication 2022;10(3):365 View
  209. AHRAZ A, ÇAR B, CENGİZ C. FİZİKSEL AKTİVİTENİN ARTTIRILMASINA YÖNELİK DİJİTAL TEKNOLOJİLER HAKKINDA LİTERATÜR TARAMASI: 2010-2020. Ankara Üniversitesi Beden Eğitimi ve Spor Yüksekokulu SPORMETRE Beden Eğitimi ve Spor Bilimleri Dergisi 2021:218 View
  210. Caserman P, Liu S, Gobel S. Full-Body Motion Recognition in Immersive- Virtual-Reality-Based Exergame. IEEE Transactions on Games 2022;14(2):243 View
  211. Dunham J, Papangelis K, Laato S, Lalone N, Lee J, Saker M. The Impacts of Covid-19 on Players of Pokémon GO. ACM Transactions on Computer-Human Interaction 2023;30(4):1 View
  212. İMAMOĞLU M, ERBAŞ Ç, DİKMEN C. Trend Analysis of Augmented Reality Studies in Sports Science. Kastamonu Eğitim Dergisi 2022;30(3):502 View
  213. Scott-Andrews K, Lane A, Rock S, Robinson L. Considerations for a Social Media Physical Activity Program: Exploratory Study. JMIR Pediatrics and Parenting 2022;5(1):e26008 View
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  215. DaCosta B, Kinsell C. Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games. Education Sciences 2022;13(1):47 View
  216. Tran S, Smith L, El-Den S, Carter S. The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review. JMIR mHealth and uHealth 2022;10(2):e30671 View
  217. Kaczmarek L, Behnke M, Dżon M. Eye problems and musculoskeletal pain in Pokémon Go players. Scientific Reports 2022;12(1) View
  218. Kendall G. Is Evolutionary Computation Evolving Fast Enough?. IEEE Computational Intelligence Magazine 2018;13(2):42 View
  219. Saaty M, Haqq D, Beyki M, Hassan T, McCrickard D. Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based Games. Proceedings of the ACM on Human-Computer Interaction 2022;6(CHI PLAY):1 View
  220. Kim K, Billinghurst M, Bruder G, Duh H, Welch G. Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017). IEEE Transactions on Visualization and Computer Graphics 2018;24(11):2947 View
  221. Riordan J, Solverson P. Berry Anthocyanins in Rodent and Human Obesity and Diabetes: A Review of the Evidence. BioMed 2022;2(2):210 View
  222. Marquis T. The Work/Leisure Trade-off in Online Labour Markets: The Case of Amazon Mechanical Turk. SSRN Electronic Journal 2021 View
  223. Lemmens J, Weergang I. Caught Them All: Spending and Addiction Among Core Pokémon Go Players. SSRN Electronic Journal 2022 View
  224. Neoh M, Carollo A, Lim M, Esposito G. Hikikomori: A Scientometric Review of 20 Years of Research. International Journal of Environmental Research and Public Health 2023;20(9):5657 View
  225. Jeftic I, Furzer B, Dimmock J, Wright K, Boyd C, Budden T, Rosenberg M, Kramer B, Buist B, Fitzpatrick I, Sabiston C, de Jonge M, Jackson B. Structured exercise programs for higher education students experiencing mental health challenges: background, significance, and implementation. Frontiers in Public Health 2023;11 View
  226. Minor K, Glavind K, Schwartz A, Danforth C, Lehmann S, Bjerre-Nielsen A. Nature Exposure is Associated With Reduced Smartphone Use. Environment and Behavior 2023;55(3):103 View
  227. Yfantidou S, Sermpezis P, Vakali A. 14 Years of Self-Tracking Technology for mHealth—Literature Review: Lessons Learned and the PAST SELF Framework. ACM Transactions on Computing for Healthcare 2023;4(3):1 View
  228. O'Loughlin E, Sabiston C, O'Rourke R, Bélanger M, Sylvestre M, O'Loughlin J. The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study. JMIR Serious Games 2023;11:e41553 View
  229. Liang H, Wang X, An R. Influence of Pokémon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review. Journal of Medical Internet Research 2023;25:e49019 View
  230. Kanjo E, Woodward K. Tag in the Park: Paving the Way for Proximity-Based AI Pervasive Games. IEEE Communications Magazine 2023;61(8):161 View
  231. Downs K, Schultz C, Stonehouse P, Faircloth B. Teaching through the screen: How <i>Our planet</i> impacts adolescents’ feelings of connection to nature. Interdisciplinary Journal of Environmental and Science Education 2023;19(4):e2316 View
  232. Liu Y, Zhang H, Xu R. The impact of technology on promoting physical activities and mental health: a gender-based study. BMC Psychology 2023;11(1) View
  233. Laato S, Fernández Galeote D, Altarriba Bertran F, Papangelis K, Hamari J. How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going. Proceedings of the ACM on Human-Computer Interaction 2023;7(CHI PLAY):642 View
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  235. Tregel T, Raymann L, Göbel S. Match Our Cities: Cross-Location-Based Games to Enable Simultaneous Multiplayer. IEEE Transactions on Games 2023;15(3):326 View
  236. Blas H, Mendes A, Iglesia D, Silva L, González G. A Multiagent Platform for promoting physical activity and learning through interactive educational games using the depth camera recognition system. Entertainment Computing 2024;49:100629 View
  237. Liu J. Promoting a healthy lifestyle: exploring the role of social media and fitness applications in the context of social media addiction risk. Health Education Research 2024;39(3):272 View
  238. Mirlohi A, Mahdavimoghaddam J, Jovanovic J, Al-Obeidat F, Khani M, Ghorbani A, Bagheri E. Social Alignment Contagion in Online Social Networks. IEEE Transactions on Computational Social Systems 2024;11(1):399 View
  239. Khan K, Hall C, Babbage C, Dodzo S, Greenhalgh C, Lucassen M, Merry S, Sayal K, Sprange K, Stasiak K, Tench C, Townsend E, Stallard P, Hollis C. Precision computerised cognitive behavioural therapy (cCBT) for adolescents with depression: a pilot and feasibility randomised controlled trial protocol for SPARX-UK. Pilot and Feasibility Studies 2024;10(1) View
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  243. Clark M, Doryab A. Changing Your Tune: Lessons for Using Music to Encourage Physical Activity. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2024;8(2):1 View
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Books/Policy Documents

  1. Lox C, Martin Ginis K, Gainforth H, Petruzzello S. The Psychology of Exercise. View
  2. Phillips R, Abbas-Nazari A, Tooze J, Gaver B, Boucher A, Ovalle L, Sheen A, Brown D, Matsuda N, Vanis M. Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance. View
  3. Liao T, Chang P, Lee S. Technology and Health. View
  4. Abood S. The Human Factor in a Mission to Mars. View
  5. Mozelius P, Jaldemark J, Bergström S, Sundgren M. Augmented Reality Games I. View
  6. Gilbert A, Schäfer P, Tregel T, Göbel S. Neue Dimensionen der Mobilität. View
  7. Ibáñez M, Peláez J, Kloos C. Mobile Technologies and Applications for the Internet of Things. View
  8. Radeta M, Ribeiro M, Vasconcelos D, Nunes N. Entertainment Computing and Serious Games. View
  9. Meschtscherjakov A, Trösterer S, Lupp A, Tscheligi M. Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. View
  10. Koskinen E, Leorke D, Alha K, Paavilainen J. Augmented Reality Games I. View
  11. Peña J, Li B, Ratan R. Technology and Health. View
  12. MacDonald S, Rizzone K, Vengal S. Technology and Adolescent Health. View
  13. Rauti S, Laato S. Trends and Innovations in Information Systems and Technologies. View
  14. . Internet Computing. View
  15. Osoba O, Davis P. Social‐Behavioral Modeling for Complex Systems. View
  16. Vuorio J, Okkonen J, Viteli J. Digital Turn in Schools—Research, Policy, Practice. View
  17. Schlieder C, Kremer D, Heinz T. Geogames and Geoplay. View
  18. Torres J, Ortiz K, García J, Vaca C. Trends and Advances in Information Systems and Technologies. View
  19. Tong X, Gupta A, Gromala D, Shaw C. Distributed, Ambient and Pervasive Interactions. View
  20. Tregel T, Leber F, Göbel S. Entertainment Computing and Serious Games. View
  21. Sañudo-Corrales B, Sánchez-Oliver A, del Río-Rama M. Cultural and Creative Industries. View
  22. Mackintosh K, Esliger D, Kingsnorth A, Loveday A, Crossley S, McNarry M. The Routledge Handbook of Youth Physical Activity. View
  23. Ortiz de Gortari A. Augmented Reality Games I. View
  24. Monzani D, Pizzoli S. P5 eHealth: An Agenda for the Health Technologies of the Future. View
  25. Jain S, Werth D. HCI in Business, Government and Organizations. eCommerce and Consumer Behavior. View
  26. Park H, Sanguinetti A, Castillo Cortes G. Design, User Experience, and Usability: Designing Pleasurable Experiences. View
  27. Olaniyan R, Harvey T, Hendrixson H, Palilonis J. Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications. View
  28. Stout M, Hawkins M. Encyclopedia of Behavioral Medicine. View
  29. . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
  30. Haddod F, Dingli A. Rediscovering Heritage Through Technology. View
  31. Richerzhagen B. Mechanism Transitions in Publish/Subscribe Systems. View
  32. Lu Y, Delmelle E. Geospatial Technologies for Urban Health. View
  33. Siakavaras I, Papastergiou M, Comoutos N. Research on e-Learning and ICT in Education. View
  34. Laato S, Hyrynsalmi S, Paloheimo M. Software Business. View
  35. Hjorth L, Richardson I, Piera-Jimenez J. Hybrid Play. View
  36. Laato S, Pietarinen T, Rauti S, Sutinen E. Computer Supported Education. View
  37. Petrovich Jr. M, Foster A. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education. View
  38. Stout M, Hawkins M. Encyclopedia of Behavioral Medicine. View
  39. Tregel T, Dutz T, Hock P, Müller P, Achenbach P, Göbel S. Serious Games. View
  40. Sugiura A, Kitama T, Toyoura M, Mao X. Teaching Anatomy. View
  41. Vuorio J, Tuomas Harviainen J. Simulation Gaming Through Times and Disciplines. View
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