Published on 28.01.16 in Vol 4, No 1 (2016): Jan-Jun
Works citing "Behavioral Economics, Wearable Devices, and Cooperative Games: Results From a Population-Based Intervention to Increase Physical Activity"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.5358):
(note that this is only a small subset of citations)
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Mason MR, Ickes MJ, Campbell MS, Bollinger LM. An Incentivized, Workplace Physical Activity Intervention Preferentially Increases Daily Steps in Inactive Employees. American Journal of Health Promotion 2018;32(3):638
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. Valuable steps ahead: promoting physical activity with wearables and incentives. The Lancet Diabetes & Endocrinology 2016;4(12):960
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Forberger S, Reisch L, Kampfmann T, Zeeb H. Nudging to move: a scoping review of the use of choice architecture interventions to promote physical activity in the general population. International Journal of Behavioral Nutrition and Physical Activity 2019;16(1)
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Kim JY, Wineinger NE, Taitel M, Radin JM, Akinbosoye O, Jiang J, Nikzad N, Orr G, Topol E, Steinhubl S. Self-Monitoring Utilization Patterns Among Individuals in an Incentivized Program for Healthy Behaviors. Journal of Medical Internet Research 2016;18(11):e292
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Liao G, Chien Y, Chen Y, Hsiung H, Chen H, Hsieh M, Wu W. What to Build for Middle-Agers to Come? Attractive and Necessary Functions of Exercise-Promotion Mobile Phone Apps: A Cross-Sectional Study. JMIR mHealth and uHealth 2017;5(5):e65
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Gorsic M, Clapp JD, Darzi A, Novak D. A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation. JMIR Serious Games 2019;7(3):e12788
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Watanabe K, Kawakami N. Effects of a Multi-Component Workplace Intervention Program with Environmental Changes on Physical Activity among Japanese White-Collar Employees: a Cluster-Randomized Controlled Trial. International Journal of Behavioral Medicine 2018;25(6):637
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Westmattelmann D, Grotenhermen J, Sprenger M, Rand W, Schewe G. Apart we ride together: The motivations behind users of mixed-reality sports. Journal of Business Research 2021;134:316
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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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Rondina R, van Mierlo T, Fournier R. Testing Behavioral Nudges and Prompts in Digital Courses for the Self-guided Treatment of Depression and Anxiety: Protocol for a 3-Arm Randomized Controlled Trial. JMIR Research Protocols 2022;11(8):e37231
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Aston ER, Berey BL. Cannabis Use Disorder: A Behavioral Economic Perspective. Current Addiction Reports 2022;9(1):1
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Skeens M, Sezgin E, Stevens J, Landier W, Pai A, Gerhardt C. An mHealth App to Promote Adherence to Immunosuppressant Medication and Track Symptoms in Children After Hematopoietic Stem Cell Transplant: Protocol for a Mixed Methods Usability Study. JMIR Research Protocols 2022;11(7):e39098
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Eckhaus E, Sheaffer Z. Adoption of wearable technology: Risk and success factors. Fashion, Style & Popular Culture 2022;9(4):457
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Liaset IF, Fimland MS, Holtermann A, Mathiassen SE, Redzovic S. Can home care work be organized to promote health among the workers while maintaining productivity? An investigation into stakeholders’ perspectives on organizational work redesign concepts based on the Goldilocks Work principles. BMC Health Services Research 2023;23(1)
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van Mierlo T, Rondina R, Fournier R. Nudges and Prompts Increase Engagement in Self-Guided Digital Health Treatment for Depression and Anxiety: Results From a 3-Arm Randomized Controlled Trial (Preprint). JMIR Formative Research 2023;
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According to Crossref, the following books are citing this article (DOI 10.2196/games.5358):