Wearable devices as facilitators, not drivers, of health behavior change.
By Mitesh S. Patel, D. Asch, K. Volpp. Journal of the American Medical Association (JAMA), 2015
792 citations recorded by the source corpus.
Subfields: Applied Psychology, General Health Professions, Public Health, Environmental and Occupational Health
View Paper: https://www.semanticscholar.org/paper/8b183794bd792c24ee08feb4d35b53cae24e9023
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In Applied Psychology
In General Health Professions
Citations in the corpus
- Understanding factors affecting patient and public engagement and recruitment to digital health interventions: a systematic review of qualitative studies (2016, neutral): “Gamification [75], social networking applications [76] and wearable technologies [66] are currently being explored to improve the usability and social connectedness of digital health products and services and further work should explore how these can contribute to engagement and enrolment.”
- The Rise of Consumer Health Wearables: Promises and Barriers (2016, background): “The next step will be to move from unsophisticated exploratory feedback to intelligent and personalised explanatory feedback [55].”
- Mobile technology and the digitization of healthcare. (2016, background): “mHealth is a positive behavioural change resulting from patients actively participating in self-care and shared decision-making.(28,29) Device-related factors including design simplicity and usability are”
- Review of Studies on Technology-Enhanced Language Learning and Teaching (2020, background): “Therefore, these devices can motivate and educate learners to adopt good habits and improve their health [123].”
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, background): “Many gamified IS users reportedly discontinue their engagement within a few months after their initial system use [31, 70].”