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Volumn 445, Issue , 2016, Pages 63-72

Evaluating the use of gamification in m-health lifestyle-related applications

Author keywords

Gamification; M health; Wellness applications

Indexed keywords

BIOMEDICAL EQUIPMENT; INFORMATION SYSTEMS;

EID: 84961626359     PISSN: 21945357     EISSN: None     Source Type: Book Series    
DOI: 10.1007/978-3-319-31307-8_7     Document Type: Conference Paper
Times cited : (9)

References (21)
  • 3
    • 84874538966 scopus 로고    scopus 로고
    • Most-healthful apps
    • Conn, J. Most-healthful apps. Modern Healthcare Journal. 42 (50), 30-32. (2012).
    • (2012) Modern Healthcare Journal , vol.42 , Issue.50 , pp. 30-32
    • Conn, J.1
  • 5
    • 84961604383 scopus 로고    scopus 로고
    • GOe, mHealth: New horizons for health through mobile technologies
    • GOe. Global Observatory for eHealth series - Volume 3 mHealth: New horizons for health through mobile technologies. http://www.who.int/goe/publications/en/ (2011).
    • Global Observatory for Ehealth Series , vol.3
  • 7
    • 85102497199 scopus 로고    scopus 로고
    • Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
    • Cugelman, B. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers. JMIR Serious Games, 1. http://games.jmir.org/2013/1/e3/ (2013).
    • (2013) JMIR Serious Games , pp. 1
    • Cugelman, B.1
  • 9
    • 84961604384 scopus 로고    scopus 로고
    • Maeder, A. J., Mars, M., Scott, R. E. (Edts
    • Global Telehealth. Maeder, A. J., Mars, M., Scott, R. E. (Edts). (2014).
    • (2014) Global Telehealth


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.