Published on 12.12.13 in Vol 1, No 1 (2013)
Works citing "Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.3139):
(note that this is only a small subset of citations)
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Lier LM, Breuer C. The motivating power of gamification. International Journal of Workplace Health Management 2019;13(1):1
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Ghenai A, Mejova Y. Fake Cures. Proceedings of the ACM on Human-Computer Interaction 2018;2(CSCW):1
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Day J, Freiberg K, Hayes A, Homel R. Towards Scalable, Integrative Assessment of Children’s Self-Regulatory Capabilities: New Applications of Digital Technology. Clinical Child and Family Psychology Review 2019;22(1):90
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Silic M, Marzi G, Caputo A, Bal PM. The effects of a gamified human resource management system on job satisfaction and engagement. Human Resource Management Journal 2020;30(2):260
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Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez JT, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187
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Klaassen R, Bul K, op den Akker R, van der Burg G, Kato P, Di Bitonto P. Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients. Sensors 2018;18(2):402
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AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12
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Jennings CA, Berry TR, Carson V, Culos-Reed SN, Duncan MJ, Loitz CC, McCormack GR, McHugh TF, Spence JC, Vallance JK, Mummery WK. UWALK: the development of a multi-strategy, community-wide physical activity program. Translational Behavioral Medicine 2017;7(1):16
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Lowensteyn I, Berberian V, Berger C, Da Costa D, Joseph L, Grover SA. The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years. American Journal of Health Promotion 2019;33(6):850
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Mack I, Bayer C, Schäffeler N, Reiband N, Brölz E, Zurstiege G, Fernandez‐Aranda F, Gawrilow C, Zipfel S. Chances and Limitations of Video Games in the Fight against Childhood Obesity—A Systematic Review. European Eating Disorders Review 2017;25(4):237
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Hanisch SE, Birner UW, Oberhauser C, Nowak D, Sabariego C. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness. JMIR Mental Health 2017;4(3):e31
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Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565
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Faric N, Yorke E, Varnes L, Newby K, Potts HW, Smith L, Hon A, Steptoe A, Fisher A. Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study. JMIR Serious Games 2019;7(2):e11960
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O’Connor D, Brennan L, Caulfield B. The use of neuromuscular electrical stimulation (NMES) for managing the complications of ageing related to reduced exercise participation. Maturitas 2018;113:13
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Hoppe CD, Cade JE, Carter M. An evaluation of diabetes targeted apps for Android smartphone in relation to behaviour change techniques. Journal of Human Nutrition and Dietetics 2017;30(3):326
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Karekla M, Savvides SN, Gloster A. An Avatar-Led Intervention Promotes Smoking Cessation in Young Adults: A Pilot Randomized Clinical Trial. Annals of Behavioral Medicine 2020;
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Savolainen E, Rutberg S, Backman Y, Lindqvist A. Long-Term Perspectives of a School-Based Intervention to Promote Active School Transportation. International Journal of Environmental Research and Public Health 2020;17(14):5006
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Araújo-Soares V, Hankonen N, Presseau J, Rodrigues A, Sniehotta FF. Developing Behavior Change Interventions for Self-Management in Chronic Illness. European Psychologist 2019;24(1):7
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Sola D, Couturier J, Voyer B. Unlocking patient activation in chronic disease care. British Journal of Healthcare Management 2015;21(5):220
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Rouf AS, Grech A, Allman-Farinelli M. Assessing the efficacy and external validity of interventions promoting calcium or dairy intake in young adults: A systematic review with meta-analysis. Critical Reviews in Food Science and Nutrition 2018;58(15):2600
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Rajani NB, Weth D, Mastellos N, Filippidis FT. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883
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AlMarshedi A, Wills GB, Ranchhod A. The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia. Procedia Computer Science 2015;63:475
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Notebaert L, Grafton B, Clarke PJ, Rudaizky D, Chen NT, MacLeod C. Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study. JMIR Serious Games 2018;6(4):e10993
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de Vette F, Tabak M, Dekker - van Weering M, Vollenbroek-Hutten M. Engaging Elderly People in Telemedicine Through Gamification. JMIR Serious Games 2015;3(2):e9
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Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89
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Karekla M, Kasinopoulos O, Neto DD, Ebert DD, Van Daele T, Nordgreen T, Höfer S, Oeverland S, Jensen KL. Best Practices and Recommendations for Digital Interventions to Improve Engagement and Adherence in Chronic Illness Sufferers. European Psychologist 2019;24(1):49
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Lister C, Royne M, Payne HE, Cannon B, Hanson C, Barnes M. The Laugh Model: Reframing and Rebranding Public Health Through Social Media. American Journal of Public Health 2015;105(11):2245
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Corepal R, Best P, O’Neill R, Kee F, Badham J, Dunne L, Miller S, Connolly P, Cupples ME, van Sluijs EMF, Tully MA, Hunter RF. A feasibility study of ‘The StepSmart Challenge’ to promote physical activity in adolescents. Pilot and Feasibility Studies 2019;5(1)
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Proyer RT, Gander F, Bertenshaw EJ, Brauer K. The Positive Relationships of Playfulness With Indicators of Health, Activity, and Physical Fitness. Frontiers in Psychology 2018;9
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Muessig KE, LeGrand S, Horvath KJ, Bauermeister JA, Hightow-Weidman LB. Recent mobile health interventions to support medication adherence among HIV-positive MSM. Current Opinion in HIV and AIDS 2017;12(5):432
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Ofori SK, Hung YW, Schwind JS, Muniz-Rodriguez K, Kakou RJ, Alade SE, Diallo K, Sullivan KL, Cowling BJ, Fung ICH. The use of digital technology to improve and monitor handwashing among children 12 years or younger in educational settings: a scoping review. International Journal of Environmental Health Research 2022;32(3):547
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Lumsden J, Skinner A, Coyle D, Lawrence N, Munafo M. Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques. Journal of Medical Internet Research 2017;19(11):e395
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Comello MLG, Qian X, Deal AM, Ribisl KM, Linnan LA, Tate DF. Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program. Journal of Medical Internet Research 2016;18(9):e237
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Taj F, Klein MCA, van Halteren A. Digital Health Behavior Change Technology: Bibliometric and Scoping Review of Two Decades of Research. JMIR mHealth and uHealth 2019;7(12):e13311
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Mora-Gonzalez J, Pérez-López IJ, Delgado-Fernández M. The “$in TIME” Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students. Games for Health Journal 2020;9(1):37
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Zachary WW, Michlig G, Kaplan A, Nguyen N, Quinn CC, Surkan PJ. Participatory Design of a Social Networking App to Support Type II Diabetes Self-Management in Low-Income Minority Communities. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 2017;6(1):37
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Earle AM, LaBrie JW, Boyle SC, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71
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Schlomann A, Seifert A, Rietz C. Relevance of Activity Tracking With Mobile Devices in the Relationship Between Physical Activity Levels and Satisfaction With Physical Fitness in Older Adults: Representative Survey. JMIR Aging 2019;2(1):e12303
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Strand M, Gammon D, Ruland CM. Transitions from biomedical to recovery-oriented practices in mental health: a scoping review to explore the role of Internet-based interventions. BMC Health Services Research 2017;17(1)
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Pensak MJ, Lundsberg LS, Stanwood NL, Cutler AS, Gariepy AM. Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study. JMIR Serious Games 2020;8(2):e17295
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Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7
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Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8
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Ismail MA, Ahmad A, Mohammad JA, Fakri NMRM, Nor MZM, Pa MNM. Using Kahoot! as a formative assessment tool in medical education: a phenomenological study. BMC Medical Education 2019;19(1)
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Ehrari H, Larsen RT, Langberg H, Andersen HB. Effects of Playful Exercise of Older Adults on Balance and Physical Activity: a Randomized Controlled Trial. Journal of Population Ageing 2020;13(2):207
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Switsers L, Dauwe A, Vanhoudt A, Van Dyck H, Lombaerts K, Oldenburg J. Users’ Perspectives on mHealth Self-Management of Bipolar Disorder: Qualitative Focus Group Study. JMIR mHealth and uHealth 2018;6(5):e108
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. Gamification for physical activity behaviour change. Perspectives in Public Health 2018;138(6):309
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Lindqvist A, Castelli D, Hallberg J, Rutberg S. The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. JMIR Serious Games 2018;6(1):e1
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Roche CC, Wingo NP, Westfall AO, Azuero A, Dempsey DM, Willig JH. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458
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Holtz BE, Murray KM, Hershey DD, Dunneback JK, Cotten SR, Holmstrom AJ, Vyas A, Kaiser MK, Wood MA. Developing a Patient-Centered mHealth App: A Tool for Adolescents With Type 1 Diabetes and Their Parents. JMIR mHealth and uHealth 2017;5(4):e53
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Åkerberg A, Söderlund A, Lindén M. The Development and Usability Evaluation of an Interactive Health Technology Solution, for Encouragement of Physical Activity in Inactive Adults Based on the User Perspective. Journal of Technology in Behavioral Science 2019;4(2):93
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Esbensen BA, Kennedy N, Brodin N. Prevention and adherence in Rheumatic and Musculoskeletal disease. Best Practice & Research Clinical Rheumatology 2020;34(2):101525
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Ferrara G, Kim J, Lin S, Hua J, Seto E. A Focused Review of Smartphone Diet-Tracking Apps: Usability, Functionality, Coherence With Behavior Change Theory, and Comparative Validity of Nutrient Intake and Energy Estimates. JMIR mHealth and uHealth 2019;7(5):e9232
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Alfonsson S, Olsson E, Hursti T. Motivation and Treatment Credibility Predicts Dropout, Treatment Adherence, and Clinical Outcomes in an Internet-Based Cognitive Behavioral Relaxation Program: A Randomized Controlled Trial. Journal of Medical Internet Research 2016;18(3):e52
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Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
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LeGrand S, Knudtson K, Benkeser D, Muessig K, Mcgee A, Sullivan PS, Hightow-Weidman L. Testing the Efficacy of a Social Networking Gamification App to Improve Pre-Exposure Prophylaxis Adherence (P3: Prepared, Protected, emPowered): Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2018;7(12):e10448
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Mu W, Spaargaren G, Oude Lansink A. Mobile Apps for Green Food Practices and the Role for Consumers: A Case Study on Dining Out Practices with Chinese and Dutch Young Consumers. Sustainability 2019;11(5):1275
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Nicolaidou I, Antoniades A, Constantinou R, Marangos C, Kyriacou E, Bamidis P, Dafli E, Pattichis CS. A Virtual Emergency Telemedicine Serious Game in Medical Training: A Quantitative, Professional Feedback-Informed Evaluation Study. Journal of Medical Internet Research 2015;17(6):e150
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Athanasopoulos G, Lucas C, Cierro A, Guérit R, Hagihara K, Chatelain J, Lugan S, Macq B. King's Speech: Pronounce a Foreign Language with Style. Journal of Science and Technology of the Arts 2018;10(2):2
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. Tourists' motives for gamified technology use. Annals of Tourism Research 2019;78:102753
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Nour MM, Rouf AS, Allman-Farinelli M. Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake. Appetite 2018;120:547
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Cheng VWS, Davenport TA, Johnson D, Vella K, Mitchell J, Hickie IB. An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process. JMIR Mental Health 2018;5(4):e11068
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Milward J, Deluca P, Drummond C, Kimergård A. Developing Typologies of User Engagement With the BRANCH Alcohol-Harm Reduction Smartphone App: Qualitative Study. JMIR mHealth and uHealth 2018;6(12):e11692
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Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15
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Monteiro-Guerra F, Rivera-Romero O, Fernandez-Luque L, Caulfield B. Personalization in Real-Time Physical Activity Coaching Using Mobile Applications: A Scoping Review. IEEE Journal of Biomedical and Health Informatics 2020;24(6):1738
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Hoffmann A, Christmann CA, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13
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Mak WW, Tong AC, Yip SY, Lui WW, Chio FH, Chan AT, Wong CC. Efficacy and Moderation of Mobile App–Based Programs for Mindfulness-Based Training, Self-Compassion Training, and Cognitive Behavioral Psychoeducation on Mental Health: Randomized Controlled Noninferiority Trial. JMIR Mental Health 2018;5(4):e60
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Baptista S, Wadley G, Bird D, Oldenburg B, Speight J. User Experiences With a Type 2 Diabetes Coaching App: Qualitative Study. JMIR Diabetes 2020;5(3):e16692
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Rodrigues AM, Sniehotta FF, Birch-Machin MA, Olivier P, Araújo-Soares V. Acceptability and Feasibility of a Trial Testing Allocation to Sunscreen and a Smartphone App for Sun Protection: Discontinued Randomized Controlled Trial. JMIR Dermatology 2018;1(1):e1
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Beck AL, Chitalia S, Rai V. Not so gameful: A critical review of gamification in mobile energy applications. Energy Research & Social Science 2019;51:32
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AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14
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Mummah SA, King AC, Gardner CD, Sutton S. Iterative development of Vegethon: a theory-based mobile app intervention to increase vegetable consumption. International Journal of Behavioral Nutrition and Physical Activity 2016;13(1)
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Hsu C, Wang T. Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills. Computers & Education 2018;121:73
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Fadda M, Galimberti E, Fiordelli M, Romanò L, Zanetti A, Schulz PJ. Effectiveness of a smartphone app to increase parents' knowledge and empowerment in the MMR vaccination decision: A randomized controlled trial. Human Vaccines & Immunotherapeutics 2017;13(11):2512
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Lindqvist A, Rutberg S. One Step Forward: Development of a Program Promoting Active School Transportation. JMIR Research Protocols 2018;7(5):e123
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Milward J, Drummond C, Fincham-Campbell S, Deluca P. What makes online substance-use interventions engaging? A systematic review and narrative synthesis. DIGITAL HEALTH 2018;4:205520761774335
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Kouwenhoven-Pasmooij TA, Robroek SJ, Ling SW, van Rosmalen J, van Rossum EF, Burdorf A, Hunink MM. A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study. JMIR Serious Games 2017;5(2):e6
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Kovacs G, Wu Z, Bernstein MS. Rotating Online Behavior Change Interventions Increases Effectiveness But Also Increases Attrition. Proceedings of the ACM on Human-Computer Interaction 2018;2(CSCW):1
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Edwards EA, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith JQ, Greenhill D, Griffiths CJ, Walton RT. Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games 2018;6(4):e10252
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Nah FF, Eschenbrenner B, Claybaugh CC, Koob PB. Gamification of Enterprise Systems. Systems 2019;7(1):13
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Dadaczynski K, Schiemann S, Backhaus O. Promoting physical activity in worksite settings: results of a German pilot study of the online intervention Healingo fit. BMC Public Health 2017;17(1)
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Floryan MR, Ritterband LM, Chow PI. Principles of gamification for Internet interventions. Translational Behavioral Medicine 2019;9(6):1131
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Pang B, Varea V, Cavallin S, Cupac A. Experiencing risk, surveillance, and prosumption: health and physical education students’ perceptions of digitised health and physical activity data. Sport, Education and Society 2019;24(8):801
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Montagni I, Mabchour I, Tzourio C. Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review. JMIR Serious Games 2020;8(2):e16983
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Vermeir JF, White MJ, Johnson D, Crombez G, Van Ryckeghem DML. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644
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El-Hilly AA, Iqbal SS, Ahmed M, Sherwani Y, Muntasir M, Siddiqui S, Al-Fagih Z, Usmani O, Eisingerich AB. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study. JMIR Serious Games 2016;4(2):e18
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Kamel Boulos MN, Gammon S, Dixon MC, MacRury SM, Fergusson MJ, Miranda Rodrigues F, Mourinho Baptista T, Yang SP. Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples. JMIR Serious Games 2015;3(1):e3
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Sebestyen N, Sulatycky R, Rondos S, Davis S. Prendre le virage des partenariats. Healthcare Management Forum 2015;28(6_suppl):S19
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Attig C, Franke T. Abandonment of personal quantification: A review and empirical study investigating reasons for wearable activity tracking attrition. Computers in Human Behavior 2020;102:223
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Hendrie GA, James-Martin G, Williams G, Brindal E, Whyte B, Crook A. The Development of VegEze: Smartphone App to Increase Vegetable Consumption in Australian Adults. JMIR Formative Research 2019;3(1):e10731
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van de Weijer SC, Kuijf ML, de Vries NM, Bloem BR, Duits AA. Do-It-Yourself Gamified Cognitive Training: Viewpoint. JMIR Serious Games 2019;7(2):e12130
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Kostenius C, Hallberg J, Lindqvist A. Gamification of health education. Health Education 2018;118(4):354
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Giunti G, Mylonopoulou V, Rivera Romero O. More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design. JMIR mHealth and uHealth 2018;6(3):e51
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Lennefer T, Reis D, Lopper E, Hoppe A. A step away from impaired well-being: a latent growth curve analysis of an intervention with activity trackers among employees. European Journal of Work and Organizational Psychology 2020;29(5):664
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Vooris R, Blaszka M, Purrington S. Understanding the wearable fitness tracker revolution. International Journal of the Sociology of Leisure 2019;2(4):421
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Coombes E, Jones A. Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention. Health & Place 2016;39:62
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Looyestyn J, Kernot J, Boshoff K, Ryan J, Edney S, Maher C, Amblard F. Does gamification increase engagement with online programs? A systematic review. PLOS ONE 2017;12(3):e0173403
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Lumsden J, Edwards EA, Lawrence NS, Coyle D, Munafò MR. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy. JMIR Serious Games 2016;4(2):e11
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. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631
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Allam A, Kostova Z, Nakamoto K, Schulz PJ. The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial. Journal of Medical Internet Research 2015;17(1):e14
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Brignone L, Edleson JL. The Dating and Domestic Violence App Rubric: Synthesizing Clinical Best Practices and Digital Health App Standards for Relationship Violence Prevention Smartphone Apps. International Journal of Human–Computer Interaction 2019;35(19):1859
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Beemer LR, Ajibewa TA, DellaVecchia G, Hasson RE. A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks. International Journal of Environmental Research and Public Health 2019;16(21):4082
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. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37
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Gallagher R, Chow C, Parker H, Neubeck L, Celermajer D, Redfern J, Tofler G, Buckley T, Schumacher T, Ferry C, Whitley A, Chen L, Figtree G. Design and rationale of the MyHeartMate study: a randomised controlled trial of a game-based app to promote behaviour change in patients with cardiovascular disease. BMJ Open 2019;9(5):e024269
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Knöll M, Roe JJ. Ten questions concerning a new adolescent health urbanism. Building and Environment 2017;126:496
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King D, Tee S, Falconer L, Angell C, Holley D, Mills A. Virtual health education: Scaling practice to transform student learning. Nurse Education Today 2018;71:7
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Brown M, O'Neill N, van Woerden H, Eslambolchilar P, Jones M, John A. Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review. JMIR Mental Health 2016;3(3):e39
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Ingersoll B, Shannon K, Berger N, Pickard K, Holtz B. Self-Directed Telehealth Parent-Mediated Intervention for Children With Autism Spectrum Disorder: Examination of the Potential Reach and Utilization in Community Settings. Journal of Medical Internet Research 2017;19(7):e248
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Schmidt-Kraepelin M, Toussaint PA, Thiebes S, Hamari J, Sunyaev A. Archetypes of Gamification: Analysis of mHealth Apps. JMIR mHealth and uHealth 2020;8(10):e19280
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Bush NE, Wheeler WM. Personal Technology Use by U.S. Military Service Members and Veterans: An Update. Telemedicine and e-Health 2015;21(4):245
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Navarro-Alamán J, Lacuesta R, Garcia-Magariño I, Gallardo J. A methodology for the design and development of gamified mobile apps for monitoring cancer survivors. Journal of Biomedical Informatics 2020;106:103439
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Boyle SC, Earle AM, LaBrie JW, Smith DJ. PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions. Addictive Behaviors 2017;67:8
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Beck AL, Lakkaraju K, Rai V. Small is Big: Interactive Trumps Passive Information in Breaking Information Barriers and Impacting Behavioral Antecedents. SSRN Electronic Journal 2016;
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Cain J, Piascik P. Are Serious Games a Good Strategy for Pharmacy Education?. American Journal of Pharmaceutical Education 2015;79(4):47
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Jang S, Kitchen PJ, Kim J. The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research 2018;92:250
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DeSmet A, Thompson D, Baranowski T, Palmeira A, Verloigne M, De Bourdeaudhuij I. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis. Journal of Medical Internet Research 2016;18(4):e94
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Bartlett YK, Webb TL, Hawley MS. Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences. Journal of Medical Internet Research 2017;19(4):e124
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Kim K, Kim K, Lim C, Heo J. Development of a Lifelogs-Based Daily Wellness Score to Advance a Smart Wellness Service. Service Science 2018;10(4):408
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Christie GI, Shepherd M, Merry SN, Hopkins S, Knightly S, Stasiak K. Gamifying CBT to deliver emotional health treatment to young people on smartphones. Internet Interventions 2019;18:100286
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Shiyko M, Hallinan S, Seif El-Nasr M, Subramanian S, Castaneda-Sceppa C. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women. JMIR Serious Games 2016;4(1):e8
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Signorelli GR, Lehocki F, Mora Fernández M, O'Neill G, O'Connor D, Brennan L, Monteiro-Guerra F, Rivero-Rodriguez A, Hors-Fraile S, Munoz-Penas J, Bonjorn Dalmau M, Mota J, Oliveira RB, Mrinakova B, Putekova S, Muro N, Zambrana F, Garcia-Gomez JM. A Research Roadmap: Connected Health as an Enabler of Cancer Patient Support. Journal of Medical Internet Research 2019;21(10):e14360
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Rhodes A, Smith AD, Chadwick P, Croker H, Llewellyn CH. Exclusively Digital Health Interventions Targeting Diet, Physical Activity, and Weight Gain in Pregnant Women: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2020;8(7):e18255
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Hightow-Weidman LB, Muessig KE, Bauermeister JA, LeGrand S, Fiellin LE. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501
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Hightow-Weidman L, Muessig K, Knudtson K, Srivatsa M, Lawrence E, LeGrand S, Hotten A, Hosek S. A Gamified Smartphone App to Support Engagement in Care and Medication Adherence for HIV-Positive Young Men Who Have Sex With Men (AllyQuest): Development and Pilot Study. JMIR Public Health and Surveillance 2018;4(2):e34
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Thomas TH, Sivakumar V, Babichenko D, Grieve VLB, Klem ML. Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review. JMIR Serious Games 2020;8(3):e18687
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Kungwengwe T, Evans R. Sana: A Gamified Rehabilitation Management System for Anterior Cruciate Ligament Reconstruction Recovery. Applied Sciences 2020;10(14):4868
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Hammedi W, Leclerq T, Van Riel AC. The use of gamification mechanics to increase employee and user engagement in participative healthcare services. Journal of Service Management 2017;28(4):640
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