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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Format: | Book |
Published: |
Japanese Society of Physical Fitness and Sports Medicine,
2018-05-01T00:00:00Z.
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A1234.567 |
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