Gamification in Ηealth Promotion in the Context of Creating the Concept of Health 2.0 - A Comparative Analysis of Selected Health Mobile Applications
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- Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
- Jihye Choi & Chongwook Chung & Hyekyung Woo, 2021. "Diet-Related Mobile Apps to Promote Healthy Eating and Proper Nutrition: A Content Analysis and Quality Assessment," IJERPH, MDPI, vol. 18(7), pages 1-10, March.
- Verena Berger & Ulf Schrader, 2016. "Fostering Sustainable Nutrition Behavior through Gamification," Sustainability, MDPI, vol. 8(1), pages 1-15, January.
- Laura Pradal-Cano & Carolina Lozano-Ruiz & José Juan Pereyra-Rodríguez & Francesc Saigí-Rubió & Anna Bach-Faig & Laura Esquius & F. Xavier Medina & Alicia Aguilar-Martínez, 2020. "Using Mobile Applications to Increase Physical Activity: A Systematic Review," IJERPH, MDPI, vol. 17(21), pages 1-17, November.
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More about this item
Keywords
Gamification; health promotion; Health 2.0; benchmarking; health mobile apps.;All these keywords.
JEL classification:
- C88 - Mathematical and Quantitative Methods - - Data Collection and Data Estimation Methodology; Computer Programs - - - Other Computer Software
- D1 - Microeconomics - - Household Behavior
- I1 - Health, Education, and Welfare - - Health
- I18 - Health, Education, and Welfare - - Health - - - Government Policy; Regulation; Public Health
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