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
  5. Irvin L, Madden L, Marshall P, Vince R. Digital Health Solutions for Weight Loss and Obesity: A Narrative Review. Nutrients 2023;15(8):1858 View
  6. Hiemstra M, Dillon-Rossiter K, Bartmann N, Prapavessis H, Rollo S, Mitchell M. When it comes to sedentary behaviour modification, should people be told what to do? A randomized comparison trial among home-based office workers living in Ontario, Canada. Translational Behavioral Medicine 2024;14(2):106 View
  7. Heston T. Gamifying Exercise in the Elderly. Journal of Clinical Medical Research 2023:1 View
  8. Corcos A. How nudges and marketing, frame time preference “for your own good”: a behavioral model. Humanities and Social Sciences Communications 2023;10(1) View
  9. Monroe C, Cai B, Edney S, Jake-Schoffman D, Brazendale K, Bucko A, Armstrong B, Yang C, Turner-McGrievy G. Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot. International Journal of Behavioral Nutrition and Physical Activity 2023;20(1) View
  10. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  11. Protano C, De Giorgi A, Valeriani F, Mazzeo E, Zanni S, Cofone L, D’Ancona G, Hasnaoui A, Pindinello I, Sabato M, Ubaldi F, Volpini V, Romano Spica V, Vitali M, Gallè F. Can Digital Technologies Be Useful for Weight Loss in Individuals with Overweight or Obesity? A Systematic Review. Healthcare 2024;12(6):670 View
  12. Rantala E, Vanhatalo S, Valtanen M, Lindström J, Pihlajamäki J, Poutanen K, Absetz P, Karhunen L. Effectiveness of workplace choice architecture modification for healthy eating and daily physical activity. BMC Public Health 2024;24(1) View
  13. Parés-Salomón I, Señé-Mir A, Martín-Bozas F, Loef B, Coffey A, Dowd K, Jabardo-Camprubí G, Proper K, Puig-Ribera A, Bort-Roig J. Effectiveness of workplace interventions with digital elements to reduce sedentary behaviours in office employees: a systematic review and meta-analysis. International Journal of Behavioral Nutrition and Physical Activity 2024;21(1) View
  14. Zhu Y, Long Y, Wang H, Lee K, Zhang L, Wang S. Digital Behavior Change Intervention Designs for Habit Formation: Systematic Review. Journal of Medical Internet Research 2024;26:e54375 View
  15. Zhu Y, Long Y, Wei L, Zhang Y, Ma Z, Lee K, Zhang L, Wang S. Developing cue-behavior association for habit formation: A qualitative study to explore the role of avatar in hypertension. DIGITAL HEALTH 2024;10 View
  16. Bai Z, Xu C, Ailikamujiang A, Sun Y. The dark side of gamification: an experimental study on digital fitness apps. Kybernetes 2024 View
  17. Alzghoul B. The Effectiveness of Gamification in Changing Health-related Behaviors: A Systematic Review and Meta-analysis. The Open Public Health Journal 2024;17(1) View
  18. Pan M, Ryan A. Promoting Sustainable Transportation Modes: A Systematic Review of Behavior-Change Strategies. Transportation Research Record: Journal of the Transportation Research Board 2024 View
  19. Peng R, Du Y, Chang J, Guo Y, Hu S, Wan X, Cao Z, Feng H. Using nudges to promote health among older adults: A scoping review. International Journal of Nursing Studies 2025;161:104946 View
  20. Pinel H, Sesini G, Lozza E. Nudges in Workplace Environments – A Systematic Review and Research Agenda. Journal of Personnel Psychology 2024 View
  21. Kirchner-Krath J, Dijkstra-Silva S, Morschheuser B, von Korflesch H. Gameful systems for corporate sustainability: systematic review, conceptual framework and research agenda on gamification and sustainable employee behavior in companies. Internet Research 2024 View
  22. Morowatisharifabad M, Iranpour A, Rajabalipour M. The effectiveness of an intervention using LAWE (loveliness and well-being of employees) app to improve the employee’s mental well-being. Health Promotion Perspectives 2024;14(3):275 View

Books/Policy Documents

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