Published on in Vol 23 , No 4 (2021) :April

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/19875, first published .
Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study

Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study

Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study

Journals

  1. Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602 View
  2. Vetrovsky T, Borowiec A, Juřík R, Wahlich C, Śmigielski W, Steffl M, Tufano J, Drygas W, Stastny P, Harris T, Małek Ł. Do physical activity interventions combining self-monitoring with other components provide an additional benefit compared with self-monitoring alone? A systematic review and meta-analysis. British Journal of Sports Medicine 2022;56(23):1366 View
  3. Muniswamy P, Gorhe V, Parashivakumar L, Chandrasekaran B. Short‐term effects of a social media‐based intervention on the physical and mental health of remotely working young software professionals: A randomised controlled trial. Applied Psychology: Health and Well-Being 2022;14(2):537 View
  4. Cheng C, Ebrahimi O. A meta-analytic review of gamified interventions in mental health enhancement. Computers in Human Behavior 2023;141:107621 View

Books/Policy Documents

  1. Ulmer T, Baldauf M. Human-Computer Interaction. User Experience and Behavior. View