1. Bessant, J. (2016). Wear and share: How wearable devise are reshaping direct marketing opportunities. Retrieved from
https://www.nielsen.com/au/en/insights/news/2016/wearand-share-how-wearable-devices-are-reshaping-direct-marketing-opportunities.html
2. Boxall, A. (2016). 2014 is the year of health and fitness apps, says Google. Retrieved from
https://www.digitaltrends.com/mobile/google-play-store-2014-most-downloaded-apps/
3. Chaffey, D. (2017). Mobile marketing statistics compilation. Retrieved from
http://www.smartinsights.com/mobile-marketing/mobile-marketing-analytics/mobile-marketing-statistics/
4. Consolvo, S, Everitt, K., Smith I., & Landay, J. A. (2006). Design requirements for technologies that encourage physical activity. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, p 457–466.
5. Cugelman, B. (2013). Gamification: what it is and why it matters to digital health change developers. JMIR Serious Games, 1, 1–6.