Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
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- Heather L. O'Brien & Elaine G. Toms, 2008. "What is user engagement? A conceptual framework for defining user engagement with technology," Journal of the American Society for Information Science and Technology, Association for Information Science & Technology, vol. 59(6), pages 938-955, April.
- Ayla Schwarz & Ann DeSmet & Greet Cardon & Sebastien Chastin & Ruben Costa & António Grilo & Josue Ferri & Jorge Domenech & Jeroen Stragier, 2018. "Mobile Exergaming in Adolescents’ Everyday Life—Contextual Design of Where, When, with Whom, and How: The SmartLife Case," IJERPH, MDPI, vol. 15(5), pages 1-15, April.
- Jane E. K. Hartley & Kate Levin & Candace Currie, 2016. "A new version of the HBSC Family Affluence Scale - FAS III: Scottish Qualitative Findings from the International FAS Development Study," Child Indicators Research, Springer;The International Society of Child Indicators (ISCI), vol. 9(1), pages 233-245, March.
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Keywords
mobile exergame; serious game; user engagement; adolescent; dynamic tailoring; dynamic difficulty adjustment; randomized controlled trial;All these keywords.
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