Using Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approach

Campelo, Alexandre Monte

Open source

DOI
10.11575/prism/38331
Published
2020
Container
Not recorded
Publisher
Kinesiology
Open access
no

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BibTeX

@article{allodium:10.11575/prism/38331,
  title = {Using Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approach},
  author = {Campelo, Alexandre Monte},
  year = {2020},
  doi = {10.11575/prism/38331},
  url = {https://doi.org/10.11575/prism/38331}
}

RIS

TY  - JOUR
TI  - Using Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approach
AU  - Campelo, Alexandre Monte
PY  - 2020
DO  - 10.11575/prism/38331
UR  - https://doi.org/10.11575/prism/38331
ER  - 

APA

Monte, C. A. (2020). Using Active Video Games to Improve Physical Literacy Levels in Older Adults: A Mixed-Methods Approach. https://doi.org/10.11575/prism/38331

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