Effects of gamification-based intervention for promoting health behaviors

The purposes of this study were to examine the effectiveness of the gamification-based intervention on health behavior change. Participants were 53 Japanese undergraduate and graduate students, of whom 30 were allocated to the intervention group and 23 were allocated to the control group. In the int...

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Bibliographic Details
Main Authors: Hiroaki Uechi, Nobusuke Tan, Yuichiro Honda
Format: Article
Language:English
Published: Japanese Society of Physical Fitness and Sports Medicine 2018-05-01
Series:Journal of Physical Fitness and Sports Medicine
Subjects:
Online Access:https://www.jstage.jst.go.jp/article/jpfsm/7/3/7_185/_pdf/-char/en