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Gamified and persuasive systems as behavior change agents for health and wellness.

, and . ACM Crossroads, 24 (1): 52-55 (2017)

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Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study., , and . Frontiers Comput. Sci., (2020)Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs., , , , , and . Int. J. Hum. Comput. Stud., (2019)Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)Heuristic Evaluation for Gameful Design., , , , and . CHI PLAY (Companion), page 315-323. ACM, (2016)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)Gamified and persuasive systems as behavior change agents for health and wellness., and . ACM Crossroads, 24 (1): 52-55 (2017)Adaptive Engagement of Older Adults' Fitness through Gamification.. CHI PLAY, page 403-406. ACM, (2015)Older Adults' Physical Activity and Exergames: A Systematic Review., , and . Int. J. Hum. Comput. Interact., 35 (2): 140-167 (2019)Deconstructing 'gamified' task-management applications., , and . Gamification, page 139-142. ACM, (2013)Design Strategies for Gamified Physical Activity Applications for Older Adults., , , and . HICSS, page 1309-1318. IEEE Computer Society, (2016)