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Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment
8 references·2 citing·37 second hop
Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment (2010)Dance-Based ExerGaming: User Experience D…Flow Experience and Mood States While Playing Body Movement-Controlled Video Games (2011)Flow Experience and Mood Stat…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Moderators of the intention-behaviour and perceived behavioural control-behaviour relationships for leisure-time physical activity (2008)Moderators of the intention-b…Creating Experiences in the Experience Economy (2008)Creating Experiences in the E…Persuasive Games (2007)Persuasive GamesFit for Consumption: Sociology and the Business of Fitness (2007)Fit for Consumption: Sociolog…The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)The transtheoretical model of…Physical Activity Enjoyment Scale: Two Validation Studies (1991)Physical Activity Enjoyment S…Designing Games to Discourage Sedentary Behaviour (2014)Designing Games to Discourage…Adaptation Model for Indoor Exergames. (2012)Adaptation Model for Indoor E…Using games to increase exercise motivation (2007)Heart rate control of exercise video games (2009)Full-body motion-based game interaction for older adults (2012)Efficacy of Online Multi-Player Versus Single-Player Exergames on Adherence Behaviors Among Children: A Nonrandomized Control Trial (2018)The theory of planned behavior (1991)A power primer. (1992)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Effectiveness of a motivational interviewing intervention on weight loss, physical activity and cardiovascular disease risk factors: a randomised controlled trial with a 12-month post-intervention follow-up (2013)Personality, attitudes, and intentions: Predicting initial adoption of information security behavior (2015)What Predicts the Physical Activity Intention–Behavior Gap? A Systematic Review (2021)Book Reviews: Statistical Methods for Meta-Analysis Larry V. Hedges and Ingram Olkin New York: Academic Press, 1985. xxii + 369 pp (1988)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Energy Cost and Game Flow of 5 Exer-games in Trained Players (2012)The Flow Engine Framework: A cognitive model of optimal human experience (2018)Flow states in exercise: A systematic review (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Are Current Health Behavioral Change Models Helpful in Guiding Prevention of Weight Gain Efforts? (2003)Changing circumstances, disrupting habits. (2005)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Beyond boredom and anxiety (1975)Playing for Real (2008)World Health Report (2013)Democracy of Objects (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Defining gamification (2012)Urban Form and a Child’s Trip to School: The Current Literature and a Framework for Future Research (2005)An adoption framework for mobile augmented reality games: The case of Pokémon Go (2017)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Leisure and the Obligation of Self‐Work: An Examination of the Fitness Field (2008)“Your body is your business card”: Bodily capital and health authority in the fitness industry (2013)The Fitness Revolution. Historical Transformations in the Global Gym and Fitness Culture (2014)Drivers of customers' service experiences: a study in the restaurant industry (2010)Measuring customer experience in banks: scale development and validation (2014)Transformative travel as a sustainable market niche for protected areas: a new development, marketing and conservation model (2017)
this work references cited by second hop

References

  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2007Persuasive Games1,568 cited
  • 1991Physical Activity Enjoyment Scale: Two Validation Studies1,389 cited
  • 2001The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise691 cited
  • 2007Fit for Consumption: Sociology and the Business of Fitness201 cited
  • 2008Creating Experiences in the Experience Economy120 cited
  • 2008Moderators of the intention-behaviour and perceived behavioural control-behaviour relationships for leisure-time physical activity94 cited
  • 2011Flow Experience and Mood States While Playing Body Movement-Controlled Video Games55 cited

Cited by

  • 2014Designing Games to Discourage Sedentary Behaviour29 cited
  • 2012Adaptation Model for Indoor Exergames.25 cited

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