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Articles

Hunting Relics: A Persuasive Exergame to Promote Collective Exercise in Young Children

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Avin Khalilollahi, Dena Kasraian, Astrid D. A. M. Kemperman & Pieter van Wesemael. (2023) Application of the COM-B model to the correlates of children’s outdoor playing and the potential role of digital interventions: a systematic literature review. Children's Geographies 21:3, pages 442-458.
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Kiran Ijaz, Naseem Ahmadpour, Yifan Wang & Rafael A. Calvo. (2020) Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment. International Journal of Human–Computer Interaction 36:13, pages 1195-1204.
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Mika Oki, Shuichi Akizuki, Baptiste Bourreau, Issey Takahashi, Yoshimitsu Aoki, Junichi Yamamoto & Kenji Suzuki. (2022) Supporting collective physical activities by interactive floor projection in a special-needs school setting. International Journal of Child-Computer Interaction 32, pages 100392.
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Raymundo Cornejo, Fernando Martínez, Vania C. Álvarez, Claudia Barraza, Franceli L. Cibrian, Ana I. Martínez-García & Mónica Tentori. (2021) Serious games for basic learning mechanisms: reinforcing Mexican children’s gross motor skills and attention. Personal and Ubiquitous Computing 25:2, pages 375-390.
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Franceli L. Cibrian, Judith Ley-Flores, Joseph W. Newbold, Aneesha Singh, Nadia Bianchi-Berthouze & Monica Tentori. (2020) Interactive sonification to assist children with autism during motor therapeutic interventions. Personal and Ubiquitous Computing 25:2, pages 391-410.
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Abdullah Al Mahmud & Amani Indunil Soysa. (2020) POMA: A tangible user interface to improve social and cognitive skills of Sri Lankan children with ASD. International Journal of Human-Computer Studies 144, pages 102486.
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Vianey Vazquez, Franceli L. Cibrian & Monica Tentori. (2018) StretchyStars: a multitouch elastic display to support cooperative play among preschoolers. Personal and Ubiquitous Computing 23:1, pages 99-115.
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Charlie Pinder, Jo Vermeulen, Benjamin R. Cowan & Russell Beale. (2018) Digital Behaviour Change Interventions to Break and Form Habits. ACM Transactions on Computer-Human Interaction 25:3, pages 1-66.
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Issey Takahashi, Mika Oki, Baptiste Bourreau, Itaru Kitahara & Kenji Suzuki. (2018) FUTUREGYM: A gymnasium with interactive floor projection for children with special needs. International Journal of Child-Computer Interaction 15, pages 37-47.
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Kiran Ijaz, Yifan Wang, Naseem Ahmadpour & Rafael A. Calvo. (2017) Physical activity enjoyment on an immersive VR exergaming platform. Physical activity enjoyment on an immersive VR exergaming platform.

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