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Citing this Article

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Published on 29.07.14 in Vol 2, No 2 (2014): Jul-Dec

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

Works citing "The Cure: Design and Evaluation of a Crowdsourcing Game for Gene Selection for Breast Cancer Survival Prediction"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3350):

(note that this is only a small subset of citations)

  1. Nguyen VT, Benchoufi M, Young B, Ghosn L, Ravaud P, Boutron I. A scoping review provided a framework for new ways of doing research through mobilizing collective intelligence. Journal of Clinical Epidemiology 2019;110:1
    CrossRef
  2. Borda A, Gray K, Fu Y. Research data management in health and biomedical citizen science: practices and prospects. JAMIA Open 2020;3(1):113
    CrossRef
  3. Vera J, Santos G. Can Gamification Contribute to Computer Modeling-Driven Biomedical Research?. Frontiers in Physiology 2018;9
    CrossRef
  4. Brady CJ, Villanti AC, Pearson JL, Kirchner TR, Gupta OP, Shah CP. Rapid Grading of Fundus Photographs for Diabetic Retinopathy Using Crowdsourcing. Journal of Medical Internet Research 2014;16(10):e233
    CrossRef
  5. Kuang J, Argo L, Stoddard G, Bray BE, Zeng-Treitler Q. Assessing Pictograph Recognition: A Comparison of Crowdsourcing and Traditional Survey Approaches. Journal of Medical Internet Research 2015;17(12):e281
    CrossRef
  6. Celi LA, Ippolito A, Montgomery RA, Moses C, Stone DJ. Crowdsourcing Knowledge Discovery and Innovations in Medicine. Journal of Medical Internet Research 2014;16(9):e216
    CrossRef
  7. . Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges. Frontiers in Psychiatry 2016;7
    CrossRef
  8. Smith RJ, Merchant RM. Harnessing the crowd to accelerate molecular medicine research. Trends in Molecular Medicine 2015;21(7):403
    CrossRef
  9. Bianchi L, Liò P. Opportunities for community awareness platforms in personal genomics and bioinformatics education. Briefings in Bioinformatics 2016;:bbw078
    CrossRef
  10. Lee YJ, Arida JA, Donovan HS. The application of crowdsourcing approaches to cancer research: a systematic review. Cancer Medicine 2017;6(11):2595
    CrossRef
  11. . Applications of crowdsourcing in health: an overview. Journal of Global Health 2018;8(1)
    CrossRef
  12. Créquit P, Mansouri G, Benchoufi M, Vivot A, Ravaud P. Mapping of Crowdsourcing in Health: Systematic Review. Journal of Medical Internet Research 2018;20(5):e187
    CrossRef
  13. Yallapragada VVB, Xu T, Walker SP, Tabirca S, Tangney M. Pepblock Builder VR – An Open-Source Tool for Gaming-Based Bio-Edutainment in Interactive Protein Design. Frontiers in Bioengineering and Biotechnology 2021;9
    CrossRef
  14. Sadeghianasl S, Hofstede AHMT, Wynn MT, Turkay S, Myers T. Process Activity Ontology Learning From Event Logs Through Gamification. IEEE Access 2021;9:165865
    CrossRef
  15. Tolks D, Schmidt JJ, Kuhn S. The Role of AI in Serious Games and Gamification for Health: Scoping Review. JMIR Serious Games 2024;12:e48258
    CrossRef
  16. . The Patterns of Games for Leading Social Change. Journal of Leadership Studies 2024;17(4):56
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.3350):

  1. . Games with a Purpose (Gwaps). 2015. :127
    CrossRef
  2. Birudavolu S, Nag B. Business Innovation and ICT Strategies. 2019. Chapter 4:63
    CrossRef