Published on in Vol 18, No 12 (2016): December
Journals
- Meixner C, Baumann H, Wollesen B. Personality Traits, Gamification and Features to Develop an App to Reduce Physical Inactivity. Information 2020;11(7):367 View
- Arjoranta J, Kari T, Salo M. Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study. JMIR Serious Games 2020;8(2):e15967 View
- Kogan L, Hellyer P, Duncan C, Schoenfeld-Tacher R. A pilot investigation of the physical and psychological benefits of playing Pokémon GO for dog owners. Computers in Human Behavior 2017;76:431 View
- Kawanaka S, Matsuda Y, Suwa H, Fujimoto M, Arakawa Y, Yasumoto K. Gamified Participatory Sensing in Tourism: An Experimental Study of the Effects on Tourist Behavior and Satisfaction. Smart Cities 2020;3(3):736 View
- Michard F. Smartphones and e-tablets in perioperative medicine. Korean Journal of Anesthesiology 2017;70(5):493 View
- Wu L, Stilwell M. Exploring the marketing potential of location-based mobile games. Journal of Research in Interactive Marketing 2018;12(1):22 View
- Cushing A, Cowan B. Walk1916. Journal of Documentation 2017;73(5):917 View
- Zhu E, Fors U, Smedberg Å. Understanding how to improve physicians’ paradigms for prescribing antibiotics by using a conceptual design framework: a qualitative study. BMC Health Services Research 2018;18(1) View
- Tóth‐Király I, Bőthe B, Márki A, Rigó A, Orosz G. Two sides of the same coin: The differentiating role of need satisfaction and frustration in passion for screen‐based activities. European Journal of Social Psychology 2019;49(6):1190 View
- Torous J, Nicholas J, Larsen M, Firth J, Christensen H. Clinical review of user engagement with mental health smartphone apps: evidence, theory and improvements. Evidence Based Mental Health 2018;21(3):116 View
- Syed-Abdul S, Malwade S, Nursetyo A, Sood M, Bhatia M, Barsasella D, Liu M, Chang C, Srinivasan K, M. R, Li Y. Virtual reality among the elderly: a usefulness and acceptance study from Taiwan. BMC Geriatrics 2019;19(1) View
- Stewart C, Fraiser R, Zheng P. The Potential of Digital Technology to Improve Self-Care for Musculoskeletal Conditions. Current Physical Medicine and Rehabilitation Reports 2018;6(1):45 View
- Tavares B, Pires I, Marques G, Garcia N, Zdravevski E, Lameski P, Trajkovik V, Jevremovic A. Mobile Applications for Training Plan Using Android Devices: A Systematic Review and a Taxonomy Proposal. Information 2020;11(7):343 View
- Lee D, Frey G, Min A, Kim B, Cothran D, Bellini S, Han K, Shih P. Usability inquiry of a gamified behavior change app for increasing physical activity and reducing sedentary behavior in adults with and without autism spectrum disorder. Health Informatics Journal 2020;26(4):2992 View
- Szocik K, Abood S, Shelhamer M. Psychological and biological challenges of the Mars mission viewed through the construct of the evolution of fundamental human needs. Acta Astronautica 2018;152:793 View
- Barkley J, Lepp A, Glickman E. “Pokémon Go!” May Promote Walking, Discourage Sedentary Behavior in College Students. Games for Health Journal 2017;6(3):165 View
- Zhao B, Zhang S. Rethinking Spatial Data Quality: Pokémon Go as a Case Study of Location Spoofing. The Professional Geographer 2019;71(1):96 View
- Lalot F, Zerhouni O, Pinelli M. “I Wanna Be the Very Best!” Agreeableness and Perseverance Predict Sustained Playing to Pokémon Go: A Longitudinal Study. Games for Health Journal 2017;6(5):271 View
- McConnell M, Turakhia M, Harrington R, King A, Ashley E. Mobile Health Advances in Physical Activity, Fitness, and Atrial Fibrillation. Journal of the American College of Cardiology 2018;71(23):2691 View
- Buda G, Lukoševičiūtė J, Šalčiūnaitė L, Šmigelskas K. Possible Effects of Social Media Use on Adolescent Health Behaviors and Perceptions. Psychological Reports 2021;124(3):1031 View
- Malik A, Hiekkanen K, Hussain Z, Hamari J, Johri A. How players across gender and age experience Pokémon Go?. Universal Access in the Information Society 2020;19(4):799 View
- Barbero E, Carpenter D, Maier J, Tseng D. Healthcare Encounters for Pokémon Go: Risks and Benefits of Playing. Games for Health Journal 2018;7(3):157 View
- Hicks J, Althoff T, Sosic R, Kuhar P, Bostjancic B, King A, Leskovec J, Delp S. Best practices for analyzing large-scale health data from wearables and smartphone apps. npj Digital Medicine 2019;2(1) View
- Baumel A, Faber K, Mathur N, Kane J, Muench F. Enlight: A Comprehensive Quality and Therapeutic Potential Evaluation Tool for Mobile and Web-Based eHealth Interventions. Journal of Medical Internet Research 2017;19(3):e82 View
- Rowntree R, Feeney L. Smartphone and video game use and perceived effects in a community mental health service. Irish Journal of Medical Science (1971 -) 2019;188(4):1337 View
- Vervoort J. New frontiers in futures games: leveraging game sector developments. Futures 2019;105:174 View
- Laato S, Islam A, Laine T. Did location-based games motivate players to socialize during COVID-19?. Telematics and Informatics 2020;54:101458 View
- Kamel Boulos M, Lu Z, Guerrero P, Jennett C, Steed A. From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in personal, public and environmental health. International Journal of Health Geographics 2017;16(1) View
- Khouja J, Munafò M, Tilling K, Wiles N, Joinson C, Etchells P, John A, Hayes F, Gage S, Cornish R. Is screen time associated with anxiety or depression in young people? Results from a UK birth cohort. BMC Public Health 2019;19(1) View
- Li H, Gupta A, Zhang J, Flor N. Who will use augmented reality? An integrated approach based on text analytics and field survey. European Journal of Operational Research 2020;281(3):502 View
- Marquet O, Alberico C, Adlakha D, Hipp J. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity. JMIR Serious Games 2017;5(4):e21 View
- Militello L, Hanna N, Nigg C. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679 View
- Kim J, Merrill K, Song H. Probing with Pokémon: Feeling of presence and sense of community belonging. The Social Science Journal 2020;57(1):72 View
- Phan T, Barnini N, Xie S, Martinez A, Falini L, Abatemarco A, Waldron M, Benton J, Frankenberry S, Coleman C, Nguyen L, Bo C, Datto G, Werk L. Feasibility of Using a Commercial Fitness Tracker as an Adjunct to Family-Based Weight Management Treatment: Pilot Randomized Trial. JMIR mHealth and uHealth 2018;6(11):e10523 View
- Broom D, Flint S. Gotta Catch ‘Em All: Impact of Pokémon Go on Physical Activity, Sitting Time, and Perceptions of Physical Activity and Health at Baseline and Three-Month Follow-Up. Games for Health Journal 2018;7(6):401 View
- Bice M, Ball J, Hollman A, Adkins M. Health Technology Use: Implications for Physical Activity Behaviors Among College Students. International Journal of Kinesiology in Higher Education 2019;3(1):23 View
- Wattanapisit A, Saengow U, Ng C, Thanamee S, Kaewruang N, Chaput J. Gaming behaviour with Pokémon GO and physical activity: A preliminary study with medical students in Thailand. PLOS ONE 2018;13(6):e0199813 View
- Leal Neto O, Albuquerque J, Souza W, Cesse E, Cruz O. Inovações disruptivas e as transformações da saúde pública na era digital. Cadernos de Saúde Pública 2017;33(11) View
- Nurmi J, Knittle K, Ginchev T, Khattak F, Helf C, Zwickl P, Castellano-Tejedor C, Lusilla-Palacios P, Costa-Requena J, Ravaja N, Haukkala A. Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App. JMIR mHealth and uHealth 2020;8(1):e12884 View
- Gushima K, Nakajima T. A Design Space for Virtuality-Introduced Internet of Things. Future Internet 2017;9(4):60 View
- Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games for Health Journal 2019;8(3):227 View
- Phillips R, Abbas-Nazari A, Tooze J, Gant N. Designing for active engagement, enabling resilience and fostering environmental change. Journal of Design, Business & Society 2020;6(1):43 View
- Frumkin H, Bratman G, Breslow S, Cochran B, Kahn Jr P, Lawler J, Levin P, Tandon P, Varanasi U, Wolf K, Wood S. Nature Contact and Human Health: A Research Agenda. Environmental Health Perspectives 2017;125(7) View
- Fennell C, Lepp A, Barkley J. Smartphone Use Predicts Being an “Active Couch Potato” in Sufficiently Active Adults. American Journal of Lifestyle Medicine 2021;15(6):673 View
- Rauschnabel P, Rossmann A, tom Dieck M. An adoption framework for mobile augmented reality games: The case of Pokémon Go. Computers in Human Behavior 2017;76:276 View
- Marquet O, Alberico C, Hipp A. Pokémon GO and physical activity among college students. A study using Ecological Momentary Assessment. Computers in Human Behavior 2018;81:215 View
- Alomar N, Alsaleh M, Alarifi A. Behavioral consequences of Pokémon GO: The exaggerated picture. Computers in Human Behavior 2019;90:223 View
- Mihale-Wilson C, Felka P, Hinz O, Spann M. The Impact of Location-Based Games on Traditional Entertainment Products. SSRN Electronic Journal 2018 View
- Cavada M, Rogers C. Serious gaming as a means of facilitating truly smart cities: a narrative review. Behaviour & Information Technology 2020;39(6):695 View
- Carandina S, Zulian V, Nedelcu A, Sista F, Danan M, Nedelcu M. Laparoscopic sleeve gastrectomy follow-up: use of connected devices in the postoperative period. Surgery for Obesity and Related Diseases 2019;15(7):1058 View
- Jake-Schoffman D, Silfee V, Waring M, Boudreaux E, Sadasivam R, Mullen S, Carey J, Hayes R, Ding E, Bennett G, Pagoto S. Methods for Evaluating the Content, Usability, and Efficacy of Commercial Mobile Health Apps. JMIR mHealth and uHealth 2017;5(12):e190 View
- Kim Y, Lee B, Choe E. Investigating data accessibility of personal health apps. Journal of the American Medical Informatics Association 2019;26(5):412 View
- Dunn A, Mandl K, Coiera E. Social media interventions for precision public health: promises and risks. npj Digital Medicine 2018;1(1) View
- Drehlich M, Naraine M, Rowe K, Lai S, Salmon J, Brown H, Koorts H, Macfarlane S, Ridgers N. Using the Technology Acceptance Model to Explore Adolescents’ Perspectives on Combining Technologies for Physical Activity Promotion Within an Intervention: Usability Study. Journal of Medical Internet Research 2020;22(3):e15552 View
- Berg J, Wang A, Lydersen S, Moholdt T. Can Gaming Get You Fit?. Frontiers in Physiology 2020;11 View
- Pan Y, Chiu Y, Lin Y. Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan. Cyberpsychology, Behavior, and Social Networking 2019;22(10):662 View
- Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7 View
- Kaneko K, Saito Y, Nohara Y, Kudo E, Yamada M. Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction. The Journal of Academic Librarianship 2018;44(5):569 View
- Xian Y, Xu H, Xu H, Liang L, Hernandez A, Wang T, Peterson E. An Initial Evaluation of the Impact of Pokémon GO on Physical Activity. Journal of the American Heart Association 2017;6(5) View
- Triantafyllidis A, Filos D, Claes J, Buys R, Cornelissen V, Kouidi E, Chouvarda I, Maglaveras N. Computerised decision support in physical activity interventions: A systematic literature review. International Journal of Medical Informatics 2018;111:7 View
- Gryson O. Qui initiera la transformation digitale de la santé?. médecine/sciences 2018;34(6-7):587 View
- Edney S, Olds T, Ryan J, Vandelanotte C, Plotnikoff R, Curtis R, Maher C. A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT. American Journal of Preventive Medicine 2020;58(2):e51 View
- Juhász L, Novack T, Hochmair H, Qiao S. Cartographic Vandalism in the Era of Location-Based Games—The Case of OpenStreetMap and Pokémon GO. ISPRS International Journal of Geo-Information 2020;9(4):197 View
- Park S, Kim S. A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design. JMIR Serious Games 2019;7(2):e14342 View
- Laor T. The race to escape: Location-based escapism and physical activity as a motivator in the consumption of the AR game Pokémon Go. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2020;14(2) View
- Won Jung C. Role of gamers’ communicative ecology on game community involvement and self-identification of gamer. Computers in Human Behavior 2020;104:106164 View
- Mihajlovic Z, Popovic S, Brkic K, Cosic K. A system for head-neck rehabilitation exercises based on serious gaming and virtual reality. Multimedia Tools and Applications 2018;77(15):19113 View
- Beach C, Billstrom G, Anderson Steeves E, Flynn J, Steeves J. The Physical Activity Patterns of Greenway Users Playing Pokémon Go: A Natural Experiment. Games for Health Journal 2019;8(1):7 View
- Barbieri S, Vettore G, Pietrantonio V, Snenghi R, Tredese A, Bergamini M, Previato S, Stefanati A, Gaudio R, Feltracco P. Pedestrian Inattention Blindness While Playing Pokémon Go as an Emerging Health-Risk Behavior: A Case Report. Journal of Medical Internet Research 2017;19(4):e86 View
- Orosz G, Zsila Á, Vallerand R, Böthe B. On the Determinants and Outcomes of Passion for Playing Pokémon Go. Frontiers in Psychology 2018;9 View
- Sugiura A, Kitama T, Toyoura M, Mao X. The Use of Augmented Reality Technology in Medical Specimen Museum Tours. Anatomical Sciences Education 2019;12(5):561 View
- Jones C, Theodosis S, Lykourentzou I. The Enthusiast, the Interested, the Sceptic, and the Cynic. Journal on Computing and Cultural Heritage 2019;12(1):1 View
- Vaterlaus J, Frantz K, Robecker T. “Reliving my Childhood Dream of being a Pokémon Trainer”: An Exploratory Study of College Student Uses and Gratifications Related to Pokémon Go. International Journal of Human–Computer Interaction 2019;35(7):596 View
- Gasparetti F, Aiello L, Quercia D. Personalized weight loss strategies by mining activity tracker data. User Modeling and User-Adapted Interaction 2020;30(3):447 View
- Herbert B, Ens B, Weerasinghe A, Billinghurst M, Wigley G. Design considerations for combining augmented reality with intelligent tutors. Computers & Graphics 2018;77:166 View
- Mejia C, Mena L, Mogollón C, Figueroa-Romero R, Hernández-Calderón E, Aguilar-Fernández A, Chacon J, Miñan-Tapia A, Tovani-Palone M, Hernández-Arriaga G. Compulsive gaming in secondary school students from five Peruvian cities: Usage and addiction to the Pokémon GO game. Electronic Journal of General Medicine 2019;16(5):em164 View
- Gal R, May A, van Overmeeren E, Simons M, Monninkhof E. The Effect of Physical Activity Interventions Comprising Wearables and Smartphone Applications on Physical Activity: a Systematic Review and Meta-analysis. Sports Medicine - Open 2018;4(1) View
- Watanabe K, Kawakami N, Imamura K, Inoue A, Shimazu A, Yoshikawa T, Hiro H, Asai Y, Odagiri Y, Yoshikawa E, Tsutsumi A. Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study. Scientific Reports 2017;7(1) View
- Pascoal R, Almeida A, Sofia R. Mobile Pervasive Augmented Reality Systems—MPARS. ACM Transactions on Internet Technology 2020;20(1):1 View
- Mavletova A, Gavrilov K, Tholmogorova T. Gamifying a web survey among adolescents: effects on understanding of risk, risk calculation, and ratio-bias. Journal of Risk Research 2019;22(12):1532 View
- Buttazzoni A, Veenhof M, Minaker L. Smart City and High-Tech Urban Interventions Targeting Human Health: An Equity-Focused Systematic Review. International Journal of Environmental Research and Public Health 2020;17(7):2325 View
- Schneider J, Schaal S, Schlieder C. Integrating simulation tasks into an outdoor location-based game flow. Multimedia Tools and Applications 2020;79(5-6):3359 View
- Koh H, Oh J, Mackert M. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey. JMIR mHealth and uHealth 2017;5(12):e191 View
- Aleta A, Moreno Y. The dynamics of collective social behavior in a crowd controlled game. EPJ Data Science 2019;8(1) View
- Potts R, Yee L. Pokémon Go-ing or staying: exploring the effect of age and gender on augmented reality game player experiences in public spaces. Journal of Urban Design 2019;24(6):878 View
- Hamari J, Malik A, Koski J, Johri A. Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?. International Journal of Human–Computer Interaction 2019;35(9):804 View
- Adlakha D, Marquet O, Hipp J, Tully M. Pokémon GO or Pokémon Gone: How can cities respond to trends in technology linking people and space?. Cities & Health 2017;1(1):89 View
- Paul M, Dredze M. Social Monitoring for Public Health. Synthesis Lectures on Information Concepts, Retrieval, and Services 2017;9(5):1 View
- Ng K, Kokko S, Tammelin T, Kallio J, Belton S, O'Brien W, Murphy M, Powell C, Woods C. Clusters of Adolescent Physical Activity Tracker Patterns and Their Associations With Physical Activity Behaviors in Finland and Ireland: Cross-Sectional Study. Journal of Medical Internet Research 2020;22(9):e18509 View
- Kuwabara A, Su S, Krauss J. Utilizing Digital Health Technologies for Patient Education in Lifestyle Medicine. American Journal of Lifestyle Medicine 2020;14(2):137 View
- Ma B, Ng S, Schwanen T, Zacharias J, Zhou M, Kawachi I, Sun G. Pokémon GO and Physical Activity in Asia: Multilevel Study. Journal of Medical Internet Research 2018;20(6):e217 View
- Ewell P, Quist M, Øverup C, Watkins H, Guadagno R. Catching more than pocket monsters: Pokémon Go's social and psychological effects on players. The Journal of Social Psychology 2020;160(2):131 View
- Colding J, Giusti M, Haga A, Wallhagen M, Barthel S. Enabling Relationships with Nature in Cities. Sustainability 2020;12(11):4394 View
- Chen P, Pai C. Smartphone gaming is associated with pedestrians' head-turning performances: An observational study of street-crossing behaviors at uncontrolled intersection in Taipei. International Journal of Sustainable Transportation 2018;12(1):12 View
- Lyall B. Fitness for sale: The value of self-tracking in secondhand exchange. The Information Society 2019;35(3):109 View
- COLDER CARRAS M, MOJTABAI R, CULLEN B. Beyond Social Media: A Cross-Sectional Survey of Other Internet and Mobile Phone Applications in a Community Psychiatry Population. Journal of Psychiatric Practice 2018;24(2):127 View
- Patten J, Iarocci G, Bojin N. A pilot study of children’s physical activity levels during imagination-based mobile games. Journal of Child Health Care 2017;21(3):292 View
- Sablatura J, Karabiyik U. Pokémon GO Forensics: An Android Application Analysis. Information 2017;8(3):71 View
- Gabbiadini A, Sagioglou C, Greitemeyer T. Does Pokémon Go lead to a more physically active life style?. Computers in Human Behavior 2018;84:258 View
- Caserman P, Hoffmann K, Müller P, Schaub M, Straßburg K, Wiemeyer J, Bruder R, Göbel S. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance. JMIR Serious Games 2020;8(3):e19037 View
- Pamuru V, Khern-am-nuai W, Kannan K. The Impact of an Augmented Reality Game on Local Businesses: A Study of Pokemon Go on Restaurants. SSRN Electronic Journal 2017 View
- Janko V, Cvetković B, Gradišek A, Luštrek M, Štrumbelj B, Kajtna T, Falomir Z, Ortega J, Martínez N, Guesguen H. e-Gibalec: Mobile application to monitor and encourage physical activity in schoolchildren. Journal of Ambient Intelligence and Smart Environments 2017;9(5):595 View
- Reisch L, Sunstein C, Gwozdz W. Viewpoint: Beyond carrots and sticks: Europeans support health nudges. Food Policy 2017;69:1 View
- Wong F. Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study. International Journal of Health Geographics 2017;16(1) View
- Soga M, Yamanoi T, Tsuchiya K, Koyanagi T, Kanai T. What are the drivers of and barriers to children’s direct experiences of nature?. Landscape and Urban Planning 2018;180:114 View
- Khamzina M, Parab K, An R, Bullard T, Grigsby-Toussaint D. Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2020;58(2):270 View
- Faccio M, McConnell J. Death by Pokémon GO: The Economic and Human Cost of Using Apps While Driving. Journal of Risk and Insurance 2020;87(3):815 View
- Nam S, Lee J, Kim J. Biological-Signal-Based User-Interface System for Virtual-Reality Applications for Healthcare. Journal of Sensors 2018;2018:1 View
- Hightow-Weidman L, Muessig K, Bauermeister J, LeGrand S, Fiellin L. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501 View
- Kemp B, Cliff D, Batterham M, Parrish A. Socio-ecological predictors of non-organized physical activity participation and decline between childhood and adolescence. Journal of Sports Sciences 2021;39(2):120 View
- Baranowski T, Lyons E. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games for Health Journal 2020;9(2):71 View
- Kaplan O, Yamamoto G, Taketomi T, Plopski A, Sandor C, Kato H. Exergame Experience of Young and Old Individuals Under Different Difficulty Adjustment Methods. Computers 2018;7(4):59 View
- Vickey T, Breslin J. Online Influence and Sentiment of Fitness Tweets: Analysis of Two Million Fitness Tweets. JMIR Public Health and Surveillance 2017;3(4):e82 View
- Ni M, Hui R, Li T, Tam A, Choy L, Ma K, Cheung F, Leung G. Augmented Reality Games as a New Class of Physical Activity Interventions? The Impact of Pokémon Go Use and Gaming Intensity on Physical Activity. Games for Health Journal 2019;8(1):1 View
- Kemp B, Cliff D, Kariippanon K, Crowe R, Parrish A. ‘Not just for fun anymore’: a qualitative exploration of social norms related to the decline in non-organised physical activity between childhood and adolescence in Australia. Sport, Education and Society 2022;27(1):41 View
- Williams R, Slak-Valek N. Pokémon GO is serious leisure that increases the touristic engagement, physical activity and sense of happiness of players. Information Technology & Tourism 2019;21(4):515 View
- Beemer L, Ajibewa T, DellaVecchia G, Hasson R. A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks. International Journal of Environmental Research and Public Health 2019;16(21):4082 View
- Wu M. The applications and effects of learning English through augmented reality: a case study ofPokémon Go. Computer Assisted Language Learning 2021;34(5-6):778 View
- Frolich M, Aguiar N, Putnam M, Calvert S. Adult Reports of Pokémon GO Play: Stronger Parasocial Relationships Predict Increased Nostalgia and Decreased App Play. Imagination, Cognition and Personality 2020;39(3):261 View
- Crossley S, McNarry M, Hudson J, Eslambolchilar P, Knowles Z, Mackintosh K. Perceptions of Visualizing Physical Activity as a 3D-Printed Object: Formative Study. Journal of Medical Internet Research 2019;21(1):e12064 View
- Dirin A, Laine T. User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Computers 2018;7(2):33 View
- Fennell C, Barkley J, Lepp A. The relationship between cell phone use, physical activity, and sedentary behavior in adults aged 18–80. Computers in Human Behavior 2019;90:53 View
- Norozi K, Haworth R, Dempsey A, Endres K, Altamirano-Diaz L. Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?. CJC Open 2020;2(6):555 View
- Moller A, Merchant G, Conroy D, West R, Hekler E, Kugler K, Michie S. Applying and advancing behavior change theories and techniques in the context of a digital health revolution: proposals for more effectively realizing untapped potential. Journal of Behavioral Medicine 2017;40(1):85 View
- Laato S, Laine T, Islam A. Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players. Multimodal Technologies and Interaction 2020;4(2):29 View
- Koledova E, Tornincasa V, van Dommelen P. Analysis of real-world data on growth hormone therapy adherence using a connected injection device. BMC Medical Informatics and Decision Making 2020;20(1) View
- Alavesa P, Xu Y. Unblurring the boundary between daily life and gameplay in location-based mobile games, visual online ethnography on Pokémon GO. Behaviour & Information Technology 2022;41(1):215 View
- Delello J, McWhorter R, Goette W. College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go. International Journal of Gaming and Computer-Mediated Simulations 2018;10(3):1 View
- Althoff T. Population-Scale Pervasive Health. IEEE Pervasive Computing 2017;16(4):75 View
- Laor T. The race to escape: Location-based escapism and physical activity as a motivator in the consumption of the AR game Pokémon Go. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2020;14(2) View
- Khlomov K, Davydov D. What the Pokemon Go have study adolescents for?. Psychological-Educational Studies 2017;9(4):86 View
- Kaczmarek L, Misiak M, Behnke M, Dziekan M, Guzik P. The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use. Computers in Human Behavior 2017;75:356 View
- Liu W, Ligmann-Zielinska A. A Pilot Study of Pokémon Go and Players' Physical Activity. Games for Health Journal 2017;6(6):343 View
- Tregel T, Müller P, Göbel S, Steinmetz R. Looking for Charizard: applying the orienteering problem to location-based games. The Visual Computer 2021;37(1):31 View
- Colder Carras M, Van Rooij A, Spruijt-Metz D, Kvedar J, Griffiths M, Carabas Y, Labrique A. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry 2018;8 View
- Santos L, Okamoto K, Funghetto S, Cavalli A, Hiragi S, Yamamoto G, Sugiyama O, Castanho C, Aoyama T, Kuroda T. Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study. JMIR Serious Games 2019;7(3):e13962 View
- Gremaud A, Carr L, Simmering J, Evans N, Cremer J, Segre A, Polgreen L, Polgreen P. Gamifying Accelerometer Use Increases Physical Activity Levels of Sedentary Office Workers. Journal of the American Heart Association 2018;7(13) View
- Lindqvist A, Castelli D, Hallberg J, Rutberg S. The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. JMIR Serious Games 2018;6(1):e1 View
- Hino K, Asami Y, Lee J. Step Counts of Middle-Aged and Elderly Adults for 10 Months Before and After the Release of Pokémon GO in Yokohama, Japan. Journal of Medical Internet Research 2019;21(2):e10724 View
- Ruiz-Ariza A, Casuso R, Suarez-Manzano S, Martínez-López E. Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers & Education 2018;116:49 View
- Alha K, Koskinen E, Paavilainen J, Hamari J. Why do people play location-based augmented reality games: A study on Pokémon GO. Computers in Human Behavior 2019;93:114 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Wang A. Systematic literature review on health effects of playing Pokémon Go. Entertainment Computing 2021;38:100411 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Lee D. Knowledge Gaps in Mobile Health Research for Promoting Physical Activity in Adults With Autism Spectrum Disorder. Frontiers in Psychology 2021;12 View
- 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
- Whitson J, French M. Productive play: The shift from responsible consumption to responsible production. Journal of Consumer Culture 2021;21(1):14 View
- 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
- 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
- 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
- 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
- BOZ YUKSEKDAG B. Sağlık profesyonellerinin eğitiminde artırılmış gerçeklik uygulamaları. Açıköğretim Uygulamaları ve Araştırmaları Dergisi 2021;7(2):130 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Thirumaran K, Chawla S, Dillon R, Sabharwal J. Virtual pets want to travel: Engaging visitors, creating excitement. Tourism Management Perspectives 2021;39:100859 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Wingenbach T, Zana Y. Playing Pokemon Go: Increased Life Satisfaction Through More (Positive) Social Interactions. Frontiers in Sports and Active Living 2022;4 View
- 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
- Laor T. Running Away with the Pokémon Go Gang: Three Consumption Needs. International Journal of Human–Computer Interaction 2022;38(14):1321 View
- 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
- 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
- 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
- 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
- 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
- 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
- Söbke H, Baalsrud Hauge J, Pechenkina E, Gagnon D, Ninaus M. Editorial: “Serious location-based games”. Frontiers in Education 2022;7 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- İMAMOĞLU M, ERBAŞ Ç, DİKMEN C. Trend Analysis of Augmented Reality Studies in Sports Science. Kastamonu Eğitim Dergisi 2022;30(3):502 View
- 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
- Richardson I, Hjorth L, Piera-Jimenez J. The emergent potential of mundane media: Playing Pokémon GO in Badalona, Spain. New Media & Society 2022;24(3):667 View
- 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
- 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
- Kaczmarek L, Behnke M, Dżon M. Eye problems and musculoskeletal pain in Pokémon Go players. Scientific Reports 2022;12(1) View
- Kendall G. Is Evolutionary Computation Evolving Fast Enough?. IEEE Computational Intelligence Magazine 2018;13(2):42 View
- 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
- 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
- Riordan J, Solverson P. Berry Anthocyanins in Rodent and Human Obesity and Diabetes: A Review of the Evidence. BioMed 2022;2(2):210 View
- Marquis T. The Work/Leisure Trade-off in Online Labour Markets: The Case of Amazon Mechanical Turk. SSRN Electronic Journal 2021 View
- Lemmens J, Weergang I. Caught Them All: Spending and Addiction Among Core Pokémon Go Players. SSRN Electronic Journal 2022 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Lawler-Sagarin K, Sagarin B, Pederson A. Enhanced Community Through Augmented Reality: Social Benefits of Pokémon Go. Psychological Reports 2023 View
- 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
- 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
- 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
- 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
- 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
- Woodward K, Kanjo E, Parker W, Patrick B. A stand-alone proximity-based gaming wearable for remote physical activity monitoring. Data-Centric Engineering 2024;5 View
- Dunham J, Papangelis K, LaLone N, Wang Y. The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GO. Behaviour & Information Technology 2024:1 View
- Fadare S, Gulanes A, Torres J, Guiao E, Tagaylo J. Enhancing Physical Activity Through Information Technology: Current Trends and Future Directions. Salud, Ciencia y Tecnología 2024;4:950 View
- 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
- Renshaw S, Carley K. Linking online activity to offline behavior: A meta-review of three decades of online-to-offline scholarship with future implications for AI. Emerging Trends in Drugs, Addictions, and Health 2024;4:100154 View
- Swain T, McNarry M, Mackintosh K. Assessing and Enhancing Movement Quality Using Wearables and Consumer Technologies: Thematic Analysis of Expert Perspectives. JMIR Formative Research 2024;8:e56784 View
- Solomon-Moore E, Emm-Collison L, Sebire S, Toumpakari Z, Thompson J, Lawlor D, Jago R. “In my day…”- Parents’ Views on Children’s Physical Activity and Screen Viewing in Relation to Their Own Childhood. International Journal of Environmental Research and Public Health 2018;15(11):2547 View
- Berglund A, Klompstra L, Orädd H, Fallström J, Strömberg A, Jaarsma T, Berglund E. The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure. JMIR Serious Games 2024;12:e50066 View
- Karanasios S, Papastergiou M. In-service school teachers’ evaluation of YOUth Go, a platform for easily creating educational location-based games that require players’ physical activity. Education and Information Technologies 2024 View
- Sun Y, Xian Y, Lin H, Sun X. Enhancing the Management of Non-Specific Neck Pain through Gamification: Design and Efficacy of a Health Application. Bioengineering 2024;11(7):640 View
- Chen K, Guaralda M, Kerr J, Turkay S. Playful digital interventions in placemaking: Constructing a typology for playable digital interventions in public spaces (PDIPS). Technological Forecasting and Social Change 2024;207:123623 View
- Vella K, Johnson D, Cheng V, Davenport T, Mitchell J, Klarkowski M, Phillips C. A Sense of Belonging: Pokémon GO and Social Connectedness. Games and Culture 2019;14(6):583 View
- Laato S, Rauti S, Kordyaka B, Papangelis K, Jung S, Nummenmaa T, Hamari J. Gamification of walking in nature: A field experiment with Pokémon GO Routes. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
- Gutiérrez-Sanhueza C. Uso de aplicaciones móviles para la práctica de ejercicio físico en estudiantes técnicoprofesionales del área de actividad física y deportes en la Región de Ñuble. Revista Chilena de Rehabilitación y Actividad Física 2023:1 View
- Chong W. Approaches to Personalize Multidomain Lifestyle Interventions for Dementia Prevention. Heart and Mind 2024 View
Books/Policy Documents
- Lox C, Martin Ginis K, Gainforth H, Petruzzello S. The Psychology of Exercise. View
- 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
- Liao T, Chang P, Lee S. Technology and Health. View
- Abood S. The Human Factor in a Mission to Mars. View
- Mozelius P, Jaldemark J, Bergström S, Sundgren M. Augmented Reality Games I. View
- Gilbert A, Schäfer P, Tregel T, Göbel S. Neue Dimensionen der Mobilität. View
- Ibáñez M, Peláez J, Kloos C. Mobile Technologies and Applications for the Internet of Things. View
- Radeta M, Ribeiro M, Vasconcelos D, Nunes N. Entertainment Computing and Serious Games. View
- Meschtscherjakov A, Trösterer S, Lupp A, Tscheligi M. Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. View
- Koskinen E, Leorke D, Alha K, Paavilainen J. Augmented Reality Games I. View
- Peña J, Li B, Ratan R. Technology and Health. View
- MacDonald S, Rizzone K, Vengal S. Technology and Adolescent Health. View
- Rauti S, Laato S. Trends and Innovations in Information Systems and Technologies. View
- . Internet Computing. View
- Osoba O, Davis P. Social‐Behavioral Modeling for Complex Systems. View
- Vuorio J, Okkonen J, Viteli J. Digital Turn in Schools—Research, Policy, Practice. View
- Schlieder C, Kremer D, Heinz T. Geogames and Geoplay. View
- Torres J, Ortiz K, García J, Vaca C. Trends and Advances in Information Systems and Technologies. View
- Tong X, Gupta A, Gromala D, Shaw C. Distributed, Ambient and Pervasive Interactions. View
- Tregel T, Leber F, Göbel S. Entertainment Computing and Serious Games. View
- Sañudo-Corrales B, Sánchez-Oliver A, del Río-Rama M. Cultural and Creative Industries. View
- Mackintosh K, Esliger D, Kingsnorth A, Loveday A, Crossley S, McNarry M. The Routledge Handbook of Youth Physical Activity. View
- Ortiz de Gortari A. Augmented Reality Games I. View
- Monzani D, Pizzoli S. P5 eHealth: An Agenda for the Health Technologies of the Future. View
- Jain S, Werth D. HCI in Business, Government and Organizations. eCommerce and Consumer Behavior. View
- Park H, Sanguinetti A, Castillo Cortes G. Design, User Experience, and Usability: Designing Pleasurable Experiences. View
- Olaniyan R, Harvey T, Hendrixson H, Palilonis J. Virtual, Augmented and Mixed Reality. Industrial and Everyday Life Applications. View
- Stout M, Hawkins M. Encyclopedia of Behavioral Medicine. View
- . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
- Haddod F, Dingli A. Rediscovering Heritage Through Technology. View
- Richerzhagen B. Mechanism Transitions in Publish/Subscribe Systems. View
- Lu Y, Delmelle E. Geospatial Technologies for Urban Health. View
- Siakavaras I, Papastergiou M, Comoutos N. Research on e-Learning and ICT in Education. View
- Laato S, Hyrynsalmi S, Paloheimo M. Software Business. View
- Hjorth L, Richardson I, Piera-Jimenez J. Hybrid Play. View
- Laato S, Pietarinen T, Rauti S, Sutinen E. Computer Supported Education. View
- Petrovich Jr. M, Foster A. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education. View
- Stout M, Hawkins M. Encyclopedia of Behavioral Medicine. View
- Tregel T, Dutz T, Hock P, Müller P, Achenbach P, Göbel S. Serious Games. View
- Sugiura A, Kitama T, Toyoura M, Mao X. Teaching Anatomy. View
- Vuorio J, Tuomas Harviainen J. Simulation Gaming Through Times and Disciplines. View
- Choe E, Klasnja P, Pratt W. Biomedical Informatics. View
- Klinker K, Przybilla L, Wiesche M, Krcmar H. Systematische Entwicklung von Dienstleistungsinnovationen. View
- Pfeiffer M, Klinker K, Przybilla L, Wiesche M, Krcmar H. Systematische Entwicklung von Dienstleistungsinnovationen. View
- Gao Q, Chen Y. HANDBOOK OF HUMAN FACTORS AND ERGONOMICS. View
- Chen Y. Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1. View
- Sengoku S. Mobile Health (mHealth). View
- Kodama K. Mobile Health (mHealth). View
- Cerra Z, Apicella M. Smartphone Apps for Health and Wellness. View
- Zaqreen I, Hong S, Daud N. Digital Psychology’s Impact on Business and Society. View
- Kriegel E, Lazarevic B, Feifer D, Athanasian C, Chow N, Sklar J, Asante Y, Goldman C, Milanaik R. Springer Handbook of Augmented Reality. View
- Mejova Y. Handbook of Computational Social Science for Policy. View
- Adetunji R, Strydom M, Herselman M, Botha A. Recent Innovations in Artificial Intelligence and Smart Applications. View
- Kim K, Norouzi N, Jo D, Bruder G, Welch G. Springer Handbook of Augmented Reality. View
- Endreß S, Jutz P. The Social Construction of Landscapes in Games. View
- Jamalian N, Constantinides M, Joglekar S, Pan X, Quercia D. Human-Computer Interaction – INTERACT 2023. View
- Chamakiotis P, McKenna B, Bednar K, Chughtai H. Current Directions in ICT and Society. View
- Caserman P, Göbel S, Korn O. Serious Games und Gamification in der schulischen Bildung. View