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Citing this Article

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Published on 18.12.15 in Vol 3, No 2 (2015): Jul-Dec

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

Works citing "Engaging Elderly People in Telemedicine Through Gamification"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.4561):

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

  1. Khalili-Mahani N, De Schutter B, Mirgholami M, Holowka EM, Goodine R, DeJong S, McGaw R, Meyer S, Sawchuk K. For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults. The Computer Games Journal 2020;9(2):221
    CrossRef
  2. AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14
    CrossRef
  3. 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
    CrossRef
  4. 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
    CrossRef
  5. Mugueta-Aguinaga I, Garcia-Zapirain B. FRED: Exergame to Prevent Dependence and Functional Deterioration Associated with Ageing. A Pilot Three-Week Randomized Controlled Clinical Trial. International Journal of Environmental Research and Public Health 2017;14(12):1439
    CrossRef
  6. Stoecker WV, Carson A, Nguyen VH, Willis AB, Cole JG, Rader RK. Addressing the Crisis in the Treatment of Osteoporosis: Better Paths Forward. Journal of Bone and Mineral Research 2017;32(6):1386
    CrossRef
  7. Philips B, Smits C, Govaerts PJ, Doorn I, Vanpoucke F. Empowering Senior Cochlear Implant Users at Home via a Tablet Computer Application. American Journal of Audiology 2018;27(3S):417
    CrossRef
  8. Fornasini S, Dianti M, Bacchiega A, Forti S, Conforti D. Using Geocaching to Promote Active Aging: Qualitative Study. Journal of Medical Internet Research 2020;22(6):e15339
    CrossRef
  9. Santos J, Vairinhos M, Jesus LMT. Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype. JMIR Serious Games 2019;7(4):e13861
    CrossRef
  10. Martinho D, Carneiro J, Corchado JM, Marreiros G. A systematic review of gamification techniques applied to elderly care. Artificial Intelligence Review 2020;53(7):4863
    CrossRef
  11. Khalili-Mahani N, De Schutter B. Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. JMIR Serious Games 2019;7(2):e13303
    CrossRef
  12. Tabak M, de Vette F, van Dijk H, Vollenbroek-Hutten M. A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life. Games for Health Journal 2020;9(3):215
    CrossRef
  13. Minge M, Cymek DH. Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information 2020;11(5):249
    CrossRef
  14. Laine TH, Lindberg RSN. Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Transactions on Learning Technologies 2020;13(4):804
    CrossRef
  15. Stenov V, Lindgreen P, Willaing I, Basballe HG, Joensen LE. Testing an analogue game to promote peer support and person‐centredness in education for people with diabetes: A realist evaluation. Nursing Open 2021;8(5):2536
    CrossRef
  16. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
    CrossRef
  17. Krath J, Schürmann L, von Korflesch HF. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 2021;125:106963
    CrossRef
  18. Gan DZQ, McGillivray L, Larsen ME, Torok M. Promoting engagement with self‐guided digital therapeutics for mental health: Insights from a cross‐sectional survey of end‐users. Journal of Clinical Psychology 2023;79(5):1386
    CrossRef
  19. Ciuchita R, Heller J, Köcher S, Köcher S, Leclercq T, Sidaoui K, Stead S. It is Really Not a Game: An Integrative Review of Gamification for Service Research. Journal of Service Research 2023;26(1):3
    CrossRef
  20. Lee JJN, Abdul Aziz A, Chan S, Raja Abdul Sahrizan RSFB, Ooi AYY, Teh Y, Iqbal U, Ismail NA, Yang A, Yang J, Teh DBL, Lim L. Effects of mobile health interventions on health‐related outcomes in older adults with type 2 diabetes: A systematic review and meta‐analysis. Journal of Diabetes 2023;15(1):47
    CrossRef
  21. . The gamer psychology: a psychological perspective on game design and gamification. Interactive Learning Environments 2024;32(1):183
    CrossRef
  22. Pool J, Akhlaghpour S, Fatehi F, Gray LC. Data privacy concerns and use of telehealth in the aged care context: An integrative review and research agenda. International Journal of Medical Informatics 2022;160:104707
    CrossRef
  23. Ahmed B, Putra HA, Kim S, Im C. Symmetrical Hardware-Software Design for Improving Physical Activity with a Gamified Music Step Sensor Box. Electronics 2023;12(2):368
    CrossRef
  24. Gajardo Sánchez AD, Murillo-Zamorano LR, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4)
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.4561):

  1. O’Caoimh R, Molloy DW, Fitzgerald C, Van Velsen L, Cabrita M, Nassabi MH, de Vette F, van Weering MD, Jansen-Kosterink S, Kenter W, Frazer S, Rauter AP, Turkman A, Antunes M, Turkman F, Silva MS, Martins A, Costa HS, Albuquerque TG, Ferreira A, Scherillo M, De Luca V, Abete P, Colao A, García-Rudolph A, Sanchez-Carrion R, Sánchez JS, Gomez Aguilera EJ, Illario M, Hermens H, Vollenbroek-Hutten M. Information and Communication Technologies for Ageing Well and e-Health. 2018. Chapter 4:69
    CrossRef
  2. de Franca ACP, dos Santos Safanelli A, Eyng LM, Oliveira RD, Ulbricht VR, Villarouco V. Information Technology and Systems. 2019. Chapter 43:441
    CrossRef
  3. Jansen-Kosterink S, Bulthuis R, ter Stal S, van Velsen L, Pnevmatikakis A, Kyriazakos S, Pomazanskyi A, op den Akker H. Information and Communication Technologies for Ageing Well and e-Health. 2020. Chapter 4:62
    CrossRef
  4. Kyritsis AI, Nuss J, Holding L, Rogers P, O’Connor M, Kostopoulos P, Suffield M, Deriaz M, Konstantas D. Computers Helping People with Special Needs. 2018. Chapter 61:426
    CrossRef
  5. Koca G, Eğilmez . Handbook of Research on Solving Modern Healthcare Challenges With Gamification. 2021. chapter 3:34
    CrossRef
  6. Krath J, von Korflesch HFO. HCI in Games: Experience Design and Game Mechanics. 2021. Chapter 18:219
    CrossRef
  7. Illario M, De Luca V, Roller-Wirnsberger R. Integrated Care and Fall Prevention in Active and Healthy Aging. 2021. chapter 2:21
    CrossRef