Published on in Vol 26 (2024)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/47116, first published .
The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals

The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals

The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals

Journals

  1. Vorlíček M, Prycl D, Heidler J, Herrador-Colmenero M, Nábělková J, Mitáš J, Hinckson E, Mandic S, Frömel K. Gameful education: a study of Gamifiter application's role in promoting physical activity and active lifestyle. Smart Learning Environments 2024;11(1) View
  2. Adewojo A. Gamification for digital preservation awareness: Encouraging public engagement with digital archives through game design. Business Information Review 2025;42(3):197 View
  3. Edney S, Mair J, Topothai T, Chua X, Na W, Müller-Riemenschneider F. Population-Wide mHealth Interventions Promoting Healthy Movement Behaviors: Systematic Review of the Real-World Evidence. Journal of Physical Activity and Health 2025;22(10):1218 View
  4. Mazéas A, Chalabaev A, Blond M, Mourgues C, Pereira B, Duclos M. Effect of a Digital Health Physical Activity Program Integrating Gamification for Obesity Management in Comparison With Usual Care: Randomized Controlled Trial With an Ideographic Approach. Journal of Medical Internet Research 2025;27:e78376 View