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Physical activity motivating games
5 references·14 citing·48 second hop
Physical activity motivating games (2010)Physical activity motivating gamesFish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…GameFlow (2005)GameFlowWhy do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Video and computer games in the '90s: children's time commitment and game preference. (1996)Video and computer games in t…Toward empirical behavior laws: I. Positive reinforcement. (1959)Toward empirical behavior law…Role of situational context in use continuance after critical exergaming incidents (2019)Role of situational context i…STD Pong (2018)STD PongGreater rewards in videogames lead to more presence, enjoyment and effort (2018)Greater rewards in videogames…Gamification through the Application of Motivational Affordances for Physical Activity Technology (2017)Gamification through the Appl…Pokémon Go, go, go, gone? (2016)Pokémon Go, go, go, gone?Spaceship Launch (2015)Spaceship LaunchPoints, stories, worlds, and diegesis: Comparing player experiences in two citizen science games (2015)Points, stories, worlds, and …Design Strategies for Youth-Focused Pervasive Social Health Games (2013)Design Strategies for Youth-F…Active Gaming as a Mechanism to Promote Physical Activity and Fundamental Movement Skill in Children (2013)Active Gaming as a Mechanism …This is not a one-horse race (2012)This is not a one-horse racePhysical Activity Motivating Games (2012)Physical Activity Motivating …Designing pervasive health games for sustainability, adaptability and sociability (2012)Designing pervasive health ga…CAMMInA: a mobile ambient information system to motivate elders to exercise (2012)CAMMInA: a mobile ambient inf…Recommender algorithms in activity motivating games (2010)Recommender algorithms in act…Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)An Overview of Serious Games (2014)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Digital Behaviour Change Interventions to Break and Form Habits (2018)The Presentation of Self in Everyday Life. 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(2013)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)Experiential Learning : Experience as the Source of Learning and Development (1983)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)It wasn't really about the Pokémon (2017)Let's Play! (2018)Family as a Third Space for AI Literacies: How do children and parents learn about AI together? (2022)Principles and Practice of Structural Equation Modeling (1998)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Principles and Practice of Structural Equation Modeling (2012)Are applicants in favor of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method (2020)Does gamification engage users in online shopping? (2021)Gamification is Working, but Which One Exactly? Results from an Experiment with Four Game Design Elements (2022)From game design elements to gamefulness (2011)Building blocks for creating enjoyable games—A systematic literature review (2021)The effects of gamification on tourist psychological outcomes: an application of letterboxing and external rewards to maze park (2021)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)A REVIEW OF POSITIVE CONDITIONED REINFORCEMENT1 (1962)THE MEASUREMENT AND REINFORCEMENT OF BEHAVIOR OF PSYCHOTICS 1 (1965)The Bowlby-Ainsworth attachment theory (1979)Gender dynamics and the social and spatial organization of computer gaming (2003)A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)
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References

  • 2005GameFlow2,122 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited
  • 1959Toward empirical behavior laws: I. Positive reinforcement.582 cited
  • 1996Video and computer games in the '90s: children's time commitment and game preference.175 cited

Cited by

  • 2015Spaceship Launch94 cited
  • 2015Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games91 cited
  • 2012This is not a one-horse race65 cited
  • 2018Greater rewards in videogames lead to more presence, enjoyment and effort64 cited
  • 2012Physical Activity Motivating Games62 cited
  • 2016Pokémon Go, go, go, gone?48 cited
  • 2017Gamification through the Application of Motivational Affordances for Physical Activity Technology44 cited
  • 2012Designing pervasive health games for sustainability, adaptability and sociability43 cited
  • 2013Active Gaming as a Mechanism to Promote Physical Activity and Fundamental Movement Skill in Children39 cited
  • 2019Role of situational context in use continuance after critical exergaming incidents

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33 cited
  • 2018STD Pong28 cited
  • 2010Recommender algorithms in activity motivating games26 cited
  • 2013Design Strategies for Youth-Focused Pervasive Social Health Games26 cited
  • 2012CAMMInA: a mobile ambient information system to motivate elders to exercise24 cited