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Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case

Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may incre...

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Detalles Bibliográficos
Autores principales: Schwarz, Ayla, DeSmet, Ann, Cardon, Greet, Chastin, Sebastien, Costa, Ruben, Grilo, António, Ferri, Josue, Domenech, Jorge, Stragier, Jeroen
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5981874/
https://www.ncbi.nlm.nih.gov/pubmed/29695069
http://dx.doi.org/10.3390/ijerph15050835