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Citing this Article

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Published on 12.12.13 in Vol 1, No 1 (2013)

This paper is in the following e-collection/theme issue:

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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  8. 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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  23. 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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  31. 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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  32. 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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  33. 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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  34. 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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  36. 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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  37. 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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  38. 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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  39. 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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  40. 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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  41. 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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  42. Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8
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  44. 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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  45. 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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  46. . Gamification for physical activity behaviour change. Perspectives in Public Health 2018;138(6):309
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  56. 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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  57. 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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  58. 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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