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Using Laddering to Understand the Use of Gamified Wearables by Seniors.

, , and . ICT4AWE, page 92-103. SciTePress, (2019)

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Exploring user profiles for healthy gamification., , and . SeGAH, page 1-7. IEEE, (2022)Lifestyle Applications Dimensions Priorities and Features - The Social, Mental and Dynamic Requirements., , and . TDIT (3), volume 699 of IFIP Advances in Information and Communication Technology, page 434-444. Springer, (2022)Introduction to the Minitrack on IT Adoption, Diffusion, and Evaluation in Healthcare., , , and . HICSS, page 2983-2984. ScholarSpace, (2023)Facebook Marketing Intelligence., , and . HICSS, page 1-10. ScholarSpace, (2020)Gamified Wearables in Obesity Therapy for Youth., , and . AMCIS, Association for Information Systems, (2018)Using Laddering to Understand the Use of Gamified Wearables by Seniors., , and . ICT4AWE, page 92-103. SciTePress, (2019)Introduction to the Minitrack on IT Adoption, Diffusion, and Evaluation in Healthcare., , , and . HICSS, page 1-2. ScholarSpace, (2021)Introduction to the Minitrack on IT Adoption, Diffusion and Evaluation in Healthcare., , , and . HICSS, page 1. ScholarSpace, (2020)Introduction to the Minitrack on IT Adoption, Diffusion, and Evaluation in Healthcare., , and . HICSS, page 3495-3496. ScholarSpace, (2024)Introduction to the Minitrack on IT Adoption, Diffusion, and Evaluation in Healthcare., , , and . HICSS, page 1-2. ScholarSpace, (2022)