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Self-selection and attrition biases in app-based persuasive technologies for mobility behavior change: Evidence from a Swiss case study
16 references·1 citing·48 second hop
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  • 2011From game design elements to gamefulness8,391 cited
  • 1997The Transtheoretical Model of Health Behavior Change7,773 cited
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  • 2014Nudging: A Very Short Guide812 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification

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  • 2025The effects of a real-time public transport information app on travel behaviour, traffic levels and the environment5 cited