Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification

Research article (SAGE Open, 2021) · cited 24× · AI/ML
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Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification

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Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification is a scholarly article[1].

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  • Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification's instance of is recorded as scholarly article[2].

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APA 4ort.xyz Knowledge Graph. (2026). Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification. Retrieved May 24, 2026, from https://4ort.xyz/entity/why-do-people-continue-using-fitness-wearables-the-effect-of-interactivity-and-gamification
MLA “Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/why-do-people-continue-using-fitness-wearables-the-effect-of-interactivity-and-gamification.
BibTeX @misc{4ortxyz_why-do-people-continue-using-fitness-wearables-the-effect-of-interactivity-and-gamification_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification}}, year = {2026}, url = {https://4ort.xyz/entity/why-do-people-continue-using-fitness-wearables-the-effect-of-interactivity-and-gamification}, note = {Accessed: 2026-05-24}}
LLM prompt According to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification — https://4ort.xyz/entity/why-do-people-continue-using-fitness-wearables-the-effect-of-interactivity-and-gamification (retrieved 2026-05-24)

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