Published on 18.12.15 in Vol 3, No 2 (2015): Jul-Dec
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)
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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
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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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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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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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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
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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
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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
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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
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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
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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
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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
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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
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Minge M, Cymek DH. Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information 2020;11(5):249
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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
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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
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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
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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
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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
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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
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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
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. The gamer psychology: a psychological perspective on game design and gamification. Interactive Learning Environments 2024;32(1):183
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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
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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
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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)
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According to Crossref, the following books are citing this article (DOI 10.2196/games.4561):
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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
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de Franca ACP, dos Santos Safanelli A, Eyng LM, Oliveira RD, Ulbricht VR, Villarouco V. Information Technology and Systems. 2019. Chapter 43:441
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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
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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
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Koca G, Eğilmez . Handbook of Research on Solving Modern Healthcare Challenges With Gamification. 2021. chapter 3:34
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Krath J, von Korflesch HFO. HCI in Games: Experience Design and Game Mechanics. 2021. Chapter 18:219
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Illario M, De Luca V, Roller-Wirnsberger R. Integrated Care and Fall Prevention in Active and Healthy Aging. 2021. chapter 2:21
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