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Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study

PURPOSE: Gamification, the use of game design elements in nongame contexts, in combination with insights from behavioral economics, has been applied increasingly to behavior change interventions. However, little is known about the effectiveness or scalability of this approach, especially in the long...

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Detalles Bibliográficos
Autores principales: KAMADA, MASAMITSU, HAYASHI, HANA, SHIBA, KOICHIRO, TAGURI, MASATAKA, KONDO, NAOKI, LEE, I-MIN, KAWACHI, ICHIRO
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Lippincott Williams & Wilkins 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8677610/
https://www.ncbi.nlm.nih.gov/pubmed/34366420
http://dx.doi.org/10.1249/MSS.0000000000002770