TY - GEN AU - Polo Peña, Ana Isabel AU - Frías Jamilena, Dolores María AU - Fernández Ruano, María Lina PY - 2021 UR - https://hdl.handle.net/10481/90118 AB - Purpose: In advanced societies, lifestyles are increasingly sedentary, and it is important to identify strategies to help people acquire healthy habits, such as exercise. The present study proposes the use of gamification as a strategy for encouraging... LA - eng PB - Emerald KW - Gamification KW - Smartbands KW - Motivation KW - Fun KW - Perceived self-efficacy KW - Moderating effect TI - Influence of gamification on perceived self-efficacy: gender and age moderator effect DO - 10.1108/IJSMS-02-2020-0020 ER -