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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...
Autores principales: | KAMADA, MASAMITSU, HAYASHI, HANA, SHIBA, KOICHIRO, TAGURI, MASATAKA, KONDO, NAOKI, LEE, I-MIN, KAWACHI, ICHIRO |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Lippincott Williams & Wilkins
2022
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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 |
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