Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and …

YL Ng, F Ma, FK Ho, P Ip, K Fu - Computers in Human Behavior, 2019 - Elsevier
Virtual reality (VR) and augmented reality (AR)-enhanced exercise training is a novel
approach to promoting health. Previous systematic reviews have focused on the …

Impact of Pokémon Go on physical activity: a systematic review and meta-analysis

M Khamzina, KV Parab, R An, T Bullard… - American Journal of …, 2020 - Elsevier
Context Pokémon Go is a popular mobile augmented reality game that requires players to
travel to different locations to capture virtual characters. This study systematically reviews …

Uses and gratifications of pokémon go: Why do people play mobile location-based augmented reality games?

J Hamari, A Malik, J Koski, A Johri - International Journal of Human …, 2019 - Taylor & Francis
In recent years, augmented reality games (ARGs) such as Pokémon Go have become
increasingly popular. These games not only afford a novel gaming experience but also have …

[HTML][HTML] An interdisciplinary Co-authorship networking perspective on AR and human behavior: Taking stock and moving ahead

J Heller, D Mahr, K de Ruyter, E Schaap… - Computers in Human …, 2023 - Elsevier
The field of augmented reality (AR) and human behavior emerged when Azuma et al.(2001)
refined the term augmented reality in 2001. Research on the topic has grown steadily in the …

The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses

S Jang, PJ Kitchen, J Kim - Journal of Business Research, 2018 - Elsevier
This study investigates how gamified customer benefits (epistemic, social integrative, and
personal integrative) and customer characteristics (age and experience) influence marketing …

Development and evaluation of a gamified smart phone mobile health application for oral health promotion in early childhood: a randomized controlled trial

M Zolfaghari, M Shirmohammadi, H Shahhosseini… - BMC oral health, 2021 - Springer
Background This study aimed to design a gamified smartphone application (app) and
assess its efficacy for education of mothers regarding oral healthcare of their children …

Temporal associations between physical activity and three types of problematic use of the internet: a six-month longitudinal study

PC Huang, JS Chen, MN Potenza… - Journal of Behavioral …, 2022 - akjournals.com
Background and aims Internet use has become an important part of daily living. However, for
a minority it may become problematic. Moreover, problematic use of the Internet/smartphone …

The impacts of gamification designs on consumer purchase: A use and gratification theory perspective

T Che, Y Peng, Q Zhou, A Dickey, F Lai - Electronic Commerce Research …, 2023 - Elsevier
Gamification design in e-commerce ecosystems has developed rapidly, attracting scholars'
and managers' attention. The E-commerce ecosystem includes multiple players, including …

[PDF][PDF] Gamification of physical activity: A systematic literature review of comparison studies

J Koivisto, J Hamari - 3rd International GamiFIN Conference, GamiFIN …, 2019 - trepo.tuni.fi
Gamification is commonly implemented with the goal of transforming activities, systems and
services to afford similar experiences and motivational support as games do. In health and …

Uses and gratifications on augmented reality games: An examination of pokémon go

S Bueno, MD Gallego, J Noyes - Applied Sciences, 2020 - mdpi.com
Users are attracted by augmented reality games to fulfil their needs. Two objectives are
proposed:(1) to research the motivations of those using augmented reality mobile games;(2) …