Rita Orji
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Nigerian-born Canadian computer scientist
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Computer Science
Rita Orji's Degrees
- PhD Computer Science University of Saskatchewan
- Masters Computer Science University of Saskatchewan
- Bachelors Computer Science University of Nigeria
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Why Is Rita Orji Influential?
(Suggest an Edit or Addition)According to Wikipedia, Rita Orji is a Nigerian-Canadian computer scientist who is a Canada Research Chair in Persuasive Technology and the Director of the Persuasive Computing Lab at Dalhousie University. Her work is in the area of human–computer interaction with a major focus on designing interactive systems to achieve health and well being objectives. She has won over 70 awards and recognitions from both national and international organizations. She has addressed a United Nations panel about the status of women and at the Parliament of Canada.
Rita Orji's Published Works
Published Works
- Persuasive technology for health and wellness: State-of-the-art and emerging trends (2018) (284)
- Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014) (266)
- Towards an Effective Health Interventions Design: An Extension of the Health Belief Model (2012) (260)
- Deep Sentiment Classification and Topic Discovery on Novel Coronavirus or COVID-19 Online Discussions: NLP Using LSTM Recurrent Neural Network Approach (2020) (205)
- Tailoring persuasive health games to gamer type (2013) (197)
- Towards Personality-driven Persuasive Health Games and Gamified Systems (2017) (196)
- LunchTime: a slow-casual game for long-term dietary behavior change (2013) (148)
- Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types (2018) (128)
- Improving the Efficacy of Games for Change Using Personalization Models (2017) (108)
- Insights from user reviews to improve mental health apps (2020) (86)
- Gender, Age, and Responsiveness to Cialdini's Persuasion Strategies (2015) (80)
- Developing culturally relevant design guidelines for encouraging healthy eating behavior (2014) (76)
- Personalization in Serious and Persuasive Games and Gamified Interactions (2015) (66)
- DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES (2014) (65)
- Impact of Gender and Nationality on Acceptance of a Digital Library: An Empirical Validation of Nationality Based UTAUT Using SEM (2010) (55)
- Recommender Systems for Personalized Gamification (2017) (52)
- Using Machine Learning and Thematic Analysis Methods to Evaluate Mental Health Apps Based on User Reviews (2020) (50)
- The effects of embodied persuasive games on player attitudes toward people using wheelchairs (2014) (47)
- The Influence of Culture in the Effect of Age and Gender on Social Influence in Persuasive Technology (2017) (46)
- Socially-driven persuasive health intervention design: Competition, social comparison, and cooperation (2019) (46)
- A Framework and Taxonomy of Videogame Playing Preferences (2017) (45)
- Tracking feels oppressive and ‘punishy’: Exploring the costs and benefits of self-monitoring for health and wellness (2018) (44)
- Why Are Persuasive Strategies Effective? Exploring the Strengths and Weaknesses of Socially-Oriented Persuasive Strategies (2017) (43)
- Persuasion and Culture: Individualism-Collectivism and Susceptibility to Influence Strategies (2016) (42)
- Investigation of the Persuasiveness of Social Influence in Persuasive Technology and the Effect of Age and Gender (2017) (42)
- Player Type Models: Towards Empirical Validation (2016) (41)
- Investigation of the Influence of Personality Traits on Cialdini's Persuasive Strategies (2017) (38)
- Availability of researcher-led eHealth tools for pain assessment and management: barriers, facilitators, costs, and design (2018) (37)
- Exploring the Persuasiveness of Behavior Change Support Strategies and Possible Gender Differences (2014) (37)
- Towards a Trait Model of Video Game Preferences (2018) (36)
- Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design (2013) (36)
- Using Player Type Models for Personalized Game Design - An Empirical Investigation (2016) (33)
- Gender and Persuasive Technology: Examining the Persuasiveness of Persuasive Strategies by Gender Groups (2014) (31)
- Exploring the Links Between Persuasion, Personality and Mobility Types in Personalized Mobility Applications (2017) (31)
- More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games (2016) (30)
- Trends in Persuasive Technologies for Physical Activity and Sedentary Behavior: A Systematic Review (2020) (30)
- Gamified and persuasive systems as behavior change agents for health and wellness (2017) (29)
- Persuasive Mobile Apps for Health and Wellness: A Comparative Systematic Review (2020) (29)
- Social Media and Sentiment Analysis: The Nigeria Presidential Election 2019 (2019) (29)
- A Comparison of System-Controlled and User-Controlled Personalization Approaches (2017) (27)
- Apps for Mental Health: An Evaluation of Behavior Change Strategies and Recommendations for Future Development (2019) (26)
- Perceived Persuasive Effect of Behavior Model Design in Fitness Apps (2018) (26)
- Developing Culturally Relevant Design Guidelines for Encouraging Physical Activity: a Social Cognitive Theory Perspective (2018) (25)
- Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants (2012) (24)
- Deconstructing persuasiveness of strategies in behaviour change systems using the ARCS model of motivation (2018) (24)
- Usability Issues in Mental Health Applications (2019) (24)
- Health, Psychosocial, and Social Issues Emanating From the COVID-19 Pandemic Based on Social Media Comments: Text Mining and Thematic Analysis Approach (2021) (23)
- Investigation of the Social Predictors of Competitive Behavior and the Moderating Effect of Culture (2017) (21)
- Persuasive technology in African context: deconstructing persuasive techniques in an African online marketplace (2018) (20)
- Process simulation, parametric sensitivity analysis and ANFIS modeling of CO2 capture from natural gas using aqueous MDEA–PZ blend solution (2017) (19)
- Susceptibility to Persuasive Strategies: A Comparative Analysis of Nigerians vs. Canadians (2018) (19)
- STD Pong: changing risky sexual behaviour in Africa through persuasive games (2018) (19)
- Deconstructing Pokémon Go - An Empirical Study on Player Personality Characteristics (2017) (17)
- Persuasion for promoting clean and sustainable environment (2018) (17)
- Gender, Age and Subjective Well-Being: Towards Personalized Persuasive Health Interventions (2019) (17)
- Persuasive Technology to Support Chronic Health Conditions: Investigating the Optimal Persuasive Strategies for Persons with COPD (2018) (17)
- Personalization of Persuasive Technology in Higher Education (2019) (17)
- Exploring Key Issues Affecting African Mobile eCommerce Applications Using Sentiment and Thematic Analysis (2020) (17)
- Motivational strategies and approaches for single and multi-player exergames: a social perspective (2019) (16)
- E-Commerce Personalization in Africa: A Comparative Analysis of Jumia and Konga (2018) (16)
- What Drives the Perceived Credibility of Mobile Websites: Classical or Expressive Aesthetics? (2018) (15)
- How Effective Are Social Influence Strategies in Persuasive Apps for Promoting Physical Activity?: A Systematic Review (2019) (15)
- Personalizing Persuasive Technologies: Do Gender and Age Affect Susceptibility to Persuasive Strategies? (2018) (15)
- Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study (2020) (15)
- Cross-cultural perspectives on eHealth privacy in Africa (2018) (14)
- Enhancing Privacy in Wearable IoT through a Provenance Architecture (2018) (14)
- Socially Responsive eCommerce Platforms: Design Implications for Online Marketplaces in Developing African Nation (2019) (14)
- Tailoring Persuasive and Behaviour Change Systems Based on Stages of Change and Motivation (2021) (14)
- Investigating the Effect of Uniform Random Distribution of Nodes in Wireless Sensor Networks Using an Epidemic Worm Model (2016) (13)
- The Susceptibility of Africans to Persuasive Strategies: A Case Study of Nigeria (2018) (13)
- Effect of academic discipline on technology acceptance (2010) (13)
- Co-Designing a Mobile App to Improve Mental Health and Well-Being: Focus Group Study (2020) (12)
- COVID-19 Pandemic: Identifying Key Issues Using Social Media and Natural Language Processing (2020) (12)
- Selecting Effective Strategies for Tailoring Persuasive Health Games to Gamer Types (2014) (12)
- The Influence of Personality on Mobile Web Credibility (2017) (12)
- Detecting Factors Responsible for Diabetes Prevalence in Nigeria using Social Media and Machine Learning (2019) (12)
- The Influence of Age, Gender, and Cognitive Ability on the Susceptibility to Persuasive Strategies (2019) (11)
- A Systematic Review of Persuasive Strategies in Stress Management Apps (2020) (9)
- Persuasive Mobile Apps for Sustainable Waste Management: A Systematic Review (2020) (9)
- Personality and Subjective Well-Being: Towards Personalized Persuasive Interventions for Health and Well-Being. (2020) (9)
- Mobile persuasion: promoting clean and sustainable environment (2018) (9)
- Personalizing health theories in persuasive game interventions to gamer types: an African perspective (2018) (8)
- Health, Psychosocial, and Social issues emanating from COVID-19 pandemic based on Social Media Comments using Natural Language Processing (2020) (8)
- Mobile Phone-Based Persuasive Technology for Physical Activity and Sedentary Behavior: A Systematic Review (2020) (8)
- The Influence of Cognitive Ability on the Susceptibility to Persuasive Strategies (2018) (8)
- HCI Across Borders and Intersections (2019) (8)
- A hybrid recommender system for product sales in a banking environment (2020) (7)
- Socially-oriented Persuasive Strategies and Sustainable Behavior Change: Implications for Designing for Environmental Sustainability (2020) (7)
- Personalizing Persuasive Educational Technologies to Learners’ Cognitive Ability (2018) (7)
- Integrating Persuasive Technology to Telemedical Applications for Type 2 Diabetes (2016) (7)
- How Effective is Personalization in Persuasive Interventions for Reducing Sedentary Behavior and Promoting Physical Activity: A Systematic Review (2020) (7)
- STD PONG: A Personalized Persuasive Game for Risky Sexual Behaviour Change in Africa (2018) (7)
- Nourish Your Tree! Developing a Persuasive Exergame for Promoting Physical Activity Among Adults (2020) (7)
- Personalized Persuasion to Promote Positive Work Attitudes in Public Workplaces (2019) (7)
- Public Perception of Mental Illness: Opportunity for Community-based Collaborative Intervention (2020) (6)
- Competencies Required for Developing Computer and Information Systems Curriculum (2019) (6)
- Persuasion in eCommerce: a comparative analysis of western and indigenous African eCommerce (2018) (6)
- Personalized Persuasive Messaging System for Reducing Patient's Dissatisfaction With Prolonged Waiting Times (2016) (6)
- A Mobile Sensing App to Monitor Youth Mental Health: Observational Pilot Study. (2020) (6)
- The Interplay between Classical Aesthetics, Expressive Aesthetics and Persuasiveness in Behavior Modeling (2018) (6)
- Positive Gaming: Workshop on Gamification and Games for Wellbeing (2017) (6)
- Mental Health and Time Management Behavior among Students During COVID-19 Pandemic: Towards Persuasive Technology Design (2021) (5)
- Preface to the International Workshop on Personalization in Persuasive Technology: Research Challenges and Opportunities Strategies (2016) (5)
- PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security (2020) (5)
- Insider Perspectives of Human-Computer Interaction for Development Research: Opportunities and Challenges (2021) (5)
- Personalized Persuasive Technology for Maternal Healthcare in Nigeria (2020) (5)
- A Persuasive Game to Promote Awareness and Adoption of COVID-19 Precautionary Measures (2021) (4)
- Gender and the Effectiveness of a Persuasive Game for Disease Awareness Targeted at the African Audience (2021) (4)
- The Topicality of Agent-Based Modeling/Multi Agent Systems in Human Computer Interaction Research: An African Perspective (2016) (4)
- Privacy Improvement Architecture for IoT (2018) (4)
- Personality, culture and password behavior: a relationship study (2018) (4)
- Factors Influencing User's Attitude to Secondary Information Sharing and Usage (2015) (4)
- ACCEPTANCE : EMPIRICAL VALIDATION OF NATIONALITY BASED UTAUT USING SEM (2013) (4)
- Deconstructing Persuasive Strategies in Mental Health Apps Based on User Reviews using Natural Language Processing (2020) (4)
- Machine Learning Techniques in Adaptive and Personalized Systems for Health and Wellness (2022) (4)
- Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies (2022) (3)
- HeartHealth: A Persuasive Mobile App for Mitigating the Risk of Ischemic Heart Disease (2020) (3)
- Panel: Addressing the Shortage of Big Data Skills with Inter-Disciplinary Big Data Curriculum (2019) (3)
- Developing Persuasive Mobile Games for African Rural Audiences: Challenges implementing the Persuasive Techniques (2019) (3)
- Motivation-based approach for tailoring persuasive mental health applications (2022) (3)
- Heuristic Evaluation of an African-centric Mobile Persuasive Game for Promoting Safety Measures Against COVID-19 (2021) (3)
- Persuasive Technology for Reducing Waiting and Service Cost: A Case Study of Nigeria Federal Medical Centers (2016) (3)
- “I Tried to Breastfeed but…”: Exploring Factors Influencing Breastfeeding Behaviours Based on Tweets Using Machine Learning and Thematic Analysis (2021) (3)
- Providing for Impression Management in Persuasive Designs (2012) (3)
- Persuasive Apps for Sustainable Waste Management: A Comparative Systematic Evaluation of Behavior Change Strategies and State-of-the-Art (2021) (3)
- Games for Change - A Comparative Systematic Review of Persuasive Strategies in Games for Behaviour Change (2022) (3)
- A Web Application About Herd Immunity Using Personalized Avatars: Development Study (2020) (3)
- Mobile Sensing Apps and Self-management of Mental Health During the COVID-19 Pandemic: Web-Based Survey (2021) (3)
- A Persuasive Mobile Game for Reducing Sedentary Behaviour and Promoting Physical Activity (2020) (3)
- UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization (2017) (3)
- Machine-to-infrastructure middleware platform for data management in IoT (2019) (3)
- Personality-based approach for tailoring persuasive mental health applications (2021) (3)
- Masa: AI-Adaptive Mobile App for Sustainable Agriculture (2021) (2)
- STD PONG 2.0: Field Evaluation of a Mobile Persuasive game for Discouraging Risky Sexual Behaviours among Africans Youths (2021) (2)
- Smartphone Security and Privacy - A Gamified Persuasive Approach with Protection Motivation Theory (2022) (2)
- PERMARUN- A Persuasive Game to Improve User Awareness and Self-Efficacy Towards Secure Smartphone Behaviour (2021) (2)
- Design Opportunities for Persuasive Mobile Apps to Support Maternal and Child Healthcare and Help-seeking Behaviors (2021) (2)
- A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations (2021) (2)
- Persuasiveness of a Game to Promote the Adoption of COVID-19 Precautionary Measures and the Moderating Effect of Gender (2021) (2)
- Age and the persuasiveness of a game to promote the adoption of COVID-19 precautionary measures (2021) (2)
- Comfortability with the passive collection of smartphone data for monitoring of mental health: An online survey (2021) (2)
- TreeCare: Development and Evaluation of a Persuasive Mobile Game for Promoting Physical Activity (2021) (2)
- Weighting-Based Deep Ensemble Learning for Recognition of Interventionalists’ Hand Motions During Robot-Assisted Intravascular Catheterization (2023) (2)
- Persuasive Application for Discouraging Unhealthy Gaming Behaviour (2021) (2)
- Panel: Integrating Requirements Engineering Education into Core Engineering Disciplines (2018) (2)
- Bota: A Personalized Persuasive Mobile App for Sustainable Waste Management (2020) (2)
- Insights From Longitudinal Evaluation of Moodie Mental Health App (2022) (2)
- Driving Persuasive Games with Personal EEG Devices: Strengths and Weaknesses (2019) (2)
- A Health Belief Model Approach to Evaluating Maternal Health Behaviors among Africans - Design Implications for Personalized Persuasive Technologies (2021) (2)
- Physical Activity Recommendation for Exergame Player Modeling using Machine Learning Approach (2020) (2)
- Mobile technology for smart agriculture: deployment case for cocoa production (2018) (2)
- A Deep Multimodal Network for Classification and Identification of Interventionists' Hand Motions during Cyborg Intravascular Catheterization (2021) (2)
- Preface to the Second International Workshop on Personalizing Persuasive Technologies (2017) (1)
- Saving Life and Keeping Privacy: A Study on Mobile Apps for Suicide Prevention and Privacy Policies (2022) (1)
- Artificial Intelligence for Emotion-Semantic Trending and People Emotion Detection During COVID-19 Social Isolation (2021) (1)
- “I Let Depression and Anxiety Drown Me…”: Identifying Factors Associated With Resilience Based on Journaling Using Machine Learning and Thematic Analysis (2022) (1)
- Culture and Health Belief Model: Exploring the Determinants of Physical Activity Among Saudi Adults and the Moderating Effects of Age and Gender (2021) (1)
- Adaptive and Personalized Persuasive Technologies (2021) (1)
- Player Matching for Social Exergame Retention: A Group Personality Composition Approach (2020) (1)
- Socially-Oriented Persuasive Game to Promote Disease Awareness and Prevention (2022) (1)
- The Design and Development of Mobile Game to Promote Secure Smartphone Behaviour (2021) (1)
- Cognitive load in Games for Health - A discussion (2020) (1)
- Security of Social Networks: Lessons Learned on Twitter Bot Analysis in the Literature (2022) (1)
- COVID Dodge: An African-Centric game for promoting COVID-19 Safety Measures (2021) (1)
- Analyzing COVID-19 Tweets using Health Behaviour Theories and Machine Learning (2021) (1)
- The assessment of the accuracy and credibility of cardiovascular health information on social media platforms (2020) (1)
- Player Personality Traits and the Effectiveness of a Persuasive Game for Disease Awareness Among the African Population (2022) (1)
- UMAP 2019 ADAPPT (Adaptive and Personalized Persuasive Technology) Workshop Chairs' Welcome & Organization (2019) (1)
- The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults (2022) (1)
- Data Verification and Privacy in IoT Architecture (2019) (1)
- Personalizing Persuasive Technologies Workshop 2020 (2020) (1)
- Age Differences in Problematic Mobile Phone Usage among Africans (2021) (1)
- Personalizing Gameful Elements in Social Exergames: An Exploratory Study (2021) (1)
- SleepFit: A Persuasive Mobile App for Improving Sleep Habits in Young Adults (2021) (0)
- LunchTime: a slow-casual game for long-term dietary behavior change (2012) (0)
- GardenQuest: Using Hexad Player Types to Design a Step-Based Multiplayer Persuasive Game for Motivating Physical Activity (2023) (0)
- Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014) (0)
- Persuasive strategy implementation choices and their effectiveness: towards personalised persuasive systems (2022) (0)
- Investigating Privacy Decision-Making Processes Among Nigerian Men and Women (2023) (0)
- Preface to the Adjunct Proceedings Persuasive 2020 (2020) (0)
- Mobile Sensing Apps and Self-management of Mental Health During the COVID-19 Pandemic: Web-Based Survey (Preprint) (2020) (0)
- A Systematic and Comparative Review of Behavior Change Strategies in Stress Management Apps: Opportunities for Improvement (2022) (0)
- Extended Reality for Anxiety and Depression Therapy amidst Mental Disorders - A Systematic Review (2022) (0)
- Preface to the 6th International Workshop on Personalizing Persuasive Technologies (2022) (0)
- Influence of internet experience on the judgment of mobile web design: a case study of West Africa (2018) (0)
- A Mixed Method Approach to Evaluating eCommerce Website: Towards Socially-sensitive Guidelines for Future Design (2021) (0)
- Persuasive Strategies and Their Implementations in Mobile Interventions for Physical Activity: A Systematic Review (2022) (0)
- Tailoring a Persuasive Game to Promote Secure Smartphone Behaviour (2023) (0)
- Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions (2022) (0)
- Using Machine Learning to Establish the Concerns of Persons With HIV/AIDS During the COVID-19 Pandemic From Their Tweets (2023) (0)
- 1.125 The Impact of Objectively Measured Screen Time on Youth Mental Health Outcomes (2022) (0)
- Identification of Risk Factors for Suicide and Insights for Developing Suicide Prevention Technologies: A Systematic Review and Meta-Analysis (2023) (0)
- MediNER: Understanding Diabetes Management Strategies Based on Social Media Discourse (2021) (0)
- A Mobile Sensing App to Monitor Youth Mental Health: A Feasibility Study (Preprint) (2020) (0)
- Identifying adverse drug reactions from patient reviews on social media using natural language processing (2023) (0)
- Mobile Sensing Apps and Self-management of Mental Health during the COVID-19 Pandemic – an Online Survey (Preprint) (2020) (0)
- Persuasive Strategies and Emotional States: Towards Emotion-Adaptive Persuasive Technologies Design (2023) (0)
- Exploring Variance in Users’ Moods across Times, Seasons, and Activities: A Longitudinal Analysis (2022) (0)
- Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours (2023) (0)
- A hybrid recommender system for product sales in a banking environment (2020) (0)
- Developing Culturally Relevant Design Guidelines for Encouraging Physical Activity: a Social Cognitive Theory Perspective (2018) (0)
- Persuasive Games for Physical Activity in App Stores: A Systematic Review (2022) (0)
- Persuasive 2020 Adjunct Proceedings: 15th International Conference on Persuasive Technology, Adjunct Proceedings (PERSUASIVE 2020) (2020) (0)
- Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies (2022) (0)
- Augmented and Virtual Reality-Driven Interventions for Healthy Behavior Change: A Systematic Review (2022) (0)
- Player Matching in a Persuasive Mobile Exergame: Towards Performance-Driven Collaboration and Adaptivity (2022) (0)
- BAM framework: unlocking highly personalized banking services in Africa (2018) (0)
- Cocoa Companion: Deep Learning-Based Smartphone Application for Cocoa Disease Detection (2022) (0)
- Improving Mental Health Among Working-Class Indian Women: Insight From An Interview Study (2022) (0)
- MAR: A Study of the Impact of Positive and Negative Reinforcement on Medication Adherence Reminders (2020) (0)
- Towards a Research Agenda for Gameful Creativity (2019) (0)
- Exploring for Possible Effect of Persuasive Strategy Implementation Choices: Towards Tailoring Persuasive Technologies (2022) (0)
- Study of Haemoglobinopathies incidence in Ogbonicha District-Ofu LGA, Kogi State, Nigeria. (2016) (0)
- Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games (2022) (0)
- Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review (2022) (0)
- Persuasive Strategies in Mental Health Apps: A Natural Language Processing Approach (2020) (0)
- Co-Designing with Users: Towards a Persuasive App to Promote the Adoption of Appropriate Malaria Prevention and Control Behaviors in Developing Nations (2022) (0)
- SortOut: Persuasive Stress Management Mobile Application for Higher Education Students (2022) (0)
- Towards Mobile Applications for Co-Monitoring Children's Health Condition (2020) (0)
- Co-Designing a Mobile App to Improve Mental Health and Well-Being: Focus Group Study (Preprint) (2020) (0)
- Virtual and Augmented Reality Applications for Promoting Safety and Security: A Systematic Review (2022) (0)
- Federated Learning Framework for Mobile Sensing Apps in Mental Health (2022) (0)
- Mobile Applications for Health and Wellness: A Systematic Review (2022) (0)
- TidyHome: A Persuasive App for Supporting Victims and Survivors of Domestic Violence (2022) (0)
- Improving Mental Health Literacy and Reducing Psychological Problems Among Teachers in Zambia: Protocol for Implementation and Evaluation of a Wellness4Teachers Email Messaging Program (2023) (0)
- Sans Tracas: A Cross-platform Tool for Online EEG Experiments. (2022) (0)
- Usability Testing of a Gratitude Application for Promoting Mental Well-Being (2022) (0)
- Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing - Preface (2017) (0)
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