Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents
Par un écrivain mystérieux
Description
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](https://www.ie.edu/insights/ideas-to-shape-the-future/wp-content/uploads/2023/04/DAS-Feature-2.png)
Ideas to Shape the Future
The Health Belief Model and Preventive Health Behavior - Irwin M. Rosenstock, 1974
Connected consumer study
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](https://i.ytimg.com/vi/xPZQK-qd3H4/maxresdefault.jpg)
Smart Clothing Gamification To Promote Energy-related Behaviours Among Adolescents
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](https://www.aitex.es/wp-content/uploads/2018/07/flag_yellow_high.jpg)
SMARTLIFE - Smart Clothing Gamification To Promote Energy-related Behaviours Among Adolescents - Aitex
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](https://www.mdpi.com/sustainability/sustainability-15-05398/article_deploy/html/images/sustainability-15-05398-g001-550.jpg)
Sustainability, Free Full-Text
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](https://nyaspubs.onlinelibrary.wiley.com/cms/asset/10836825-9272-429b-b682-4a092f150763/nyas14878-fig-0001-m.jpg)
Rhythmic serious games as an inclusive tool for music‐based interventions - Dalla Bella - 2022 - Annals of the New York Academy of Sciences - Wiley Online Library
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](http://www.elon.edu/u/imagining/wp-content/uploads/sites/964/2021/01/Logo-Covid-future-New-Normal-300x166.jpg)
Credited Responses: New Normal for Digital Life 2025, Imagining the Internet
![Smart Life Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents](https://onlinelibrary.wiley.com/cms/asset/208ec662-4db9-433f-8f1f-b9dfe0aec50a/mar21752-fig-0002-m.jpg)
Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames - Ghosh - 2022 - Psychology & Marketing - Wiley Online Library
depuis
par adulte (le prix varie selon la taille du groupe)