The Adoption of Wearables for a Healthy Lifestyle: Can Gamification Help?
Ton SpilAli SunyaevScott ThiebesRolf Van BaalenPublished in: HICSS (2017)
Keyphrases
- mobile technologies
- user experience
- e government
- information technology
- online shopping
- mobile phone
- healthy subjects
- information systems
- electronic government
- cross cultural
- serious games
- game design
- mobile applications
- electronic data interchange
- widespread adoption
- real time
- language learning
- mobile learning
- mobile devices
- data sets