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Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents

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Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

How can wearable technology be used to monitor and improve health outcomes? - Quora

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Health behavior change technology

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Gamification Elements - FasterCapital

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Connected consumer study

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Empower saving energy into smart communities using social products with a gamification structure for tailored Human–Machine Interfaces within smart homes

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Gamification examples

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Sustainability awareness in engineering design through serious gaming, Design Science

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

The Health Belief Model and Preventive Health Behavior - Irwin M. Rosenstock, 1974

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

PDF) A Gamified Approach to Engage Sustainable User Behavior in Product Service System Solutions

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Getting Smart: Learning From Technology-Empowered Frontline Interactions - Detelina Marinova, Ko de Ruyter, Ming-Hui Huang, Matthew L. Meuter, Goutam Challagalla, 2017

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

How Smart Clothing is Revolutionising Health and Fitness

Smart Life  Smart Clothing Gamification to promote Energy-related  Behaviours among Adolescents

Using digital social market applications to incentivise active travel: Empirical analysis of a smart city initiative - ScienceDirect