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Citing this Article

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Published on 24.10.16 in Vol 4, No 2 (2016): Jul-Dec

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

Works citing "Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.5678):

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

  1. Marin-Gomez FX, Garcia-Moreno Marchán R, Mayos-Fernandez A, Flores-Mateo G, Granado-Font E, Barrera Uriarte ML, Duch J, Rey-Reñones C. Exploring Efficacy of a Serious Game (Tobbstop) for Smoking Cessation During Pregnancy: Randomized Controlled Trial. JMIR Serious Games 2019;7(1):e12835
    CrossRef
  2. Putz L, Hofbauer F, Treiblmaier H. Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior 2020;110:106392
    CrossRef
  3. Fritze MP, Eisingerich AB, Benkenstein M. Digital transformation and possession attachment: examining the endowment effect for consumers’ relationships with hedonic and utilitarian digital service technologies. Electronic Commerce Research 2019;19(2):311
    CrossRef
  4. Parmar N, Dong L, Eisingerich AB. Connecting With Your Dentist on Facebook: Patients’ and Dentists’ Attitudes Towards Social Media Usage in Dentistry. Journal of Medical Internet Research 2018;20(6):e10109
    CrossRef
  5. Vilardaga R, Rizo J, Zeng E, Kientz JA, Ries R, Otis C, Hernandez K. User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness. JMIR Serious Games 2018;6(1):e2
    CrossRef
  6. Luna-Perejon F, Malwade S, Styliadis C, Civit J, Cascado-Caballero D, Konstantinidis E, Abdul SS, Bamidis PD, Civit A, Li Y. Evaluation of user satisfaction and usability of a mobile app for smoking cessation. Computer Methods and Programs in Biomedicine 2019;182:105042
    CrossRef
  7. Rajani NB, Weth D, Mastellos N, Filippidis FT. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883
    CrossRef
  8. 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
  9. Hartnup B, Dong L, Eisingerich AB. How an Environment of Stress and Social Risk Shapes Student Engagement With Social Media as Potential Digital Learning Platforms: Qualitative Study. JMIR Medical Education 2018;4(2):e10069
    CrossRef
  10. Kapitány-Fövény M, Vagdalt E, Ruttkay Z, Urbán R, Richman MJ, Demetrovics Z. Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students. JMIR Serious Games 2018;6(4):e19
    CrossRef
  11. Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez JT, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187
    CrossRef
  12. Foscht T, Lin Y, Eisingerich AB. Blinds up or down?. European Journal of Marketing 2018;52(3/4):476
    CrossRef
  13. Lin Y, Tudor-Sfetea C, Siddiqui S, Sherwani Y, Ahmed M, Eisingerich AB. Effective Behavioral Changes through a Digital mHealth App: Exploring the Impact of Hedonic Well-Being, Psychological Empowerment and Inspiration. JMIR mHealth and uHealth 2018;6(6):e10024
    CrossRef
  14. Krebs P, Burkhalter J, Fiske J, Snow H, Schofield E, Iocolano M, Borderud S, Ostroff JS. The QuitIT Coping Skills Game for Promoting Tobacco Cessation Among Smokers Diagnosed With Cancer: Pilot Randomized Controlled Trial. JMIR mHealth and uHealth 2019;7(1):e10071
    CrossRef
  15. Heffner JL, Watson NL, Serfozo E, Mull KE, MacPherson L, Gasser M, Bricker JB. A Behavioral Activation Mobile Health App for Smokers With Depression: Development and Pilot Evaluation in a Single-Arm Trial. JMIR Formative Research 2019;3(4):e13728
    CrossRef
  16. Short CE, DeSmet A, Woods C, Williams SL, Maher C, Middelweerd A, Müller AM, Wark PA, Vandelanotte C, Poppe L, Hingle MD, Crutzen R. Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies. Journal of Medical Internet Research 2018;20(11):e292
    CrossRef
  17. Fijačko N, Gosak L, Cilar L, Novšak A, Creber RM, Skok P, Štiglic G. The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps. JMIR mHealth and uHealth 2020;8(7):e16365
    CrossRef
  18. Jessen S, Mirkovic J, Ruland CM. Creating Gameful Design in mHealth: A Participatory Co-Design Approach. JMIR mHealth and uHealth 2018;6(12):e11579
    CrossRef
  19. Tudor-Sfetea C, Rabee R, Najim M, Amin N, Chadha M, Jain M, Karia K, Kothari V, Patel T, Suseeharan M, Ahmed M, Sherwani Y, Siddiqui S, Lin Y, Eisingerich AB. Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation: Qualitative Study of Cognitive Behavioral Therapy (CBT) Versus Non-CBT-Based Digital Solutions. JMIR mHealth and uHealth 2018;6(4):e98
    CrossRef
  20. Ee RWX, Yap KZ, Yap KY. Herbopolis – A mobile serious game to educate players on herbal medicines. Complementary Therapies in Medicine 2018;39:68
    CrossRef
  21. Kim J, Song H, Merrill Jr K, Jung Y, Kwon RJ. Using Serious Games for Antismoking Health Campaigns: Experimental Study. JMIR Serious Games 2020;8(4):e18528
    CrossRef
  22. Bindoff I, Ling TR, Gee P, Geelan B, Ferguson SG, Peterson GM. Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial. JMIR Serious Games 2020;8(4):e23734
    CrossRef
  23. Rajani NB, Mastellos N, Filippidis FT. Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps. JMIR Serious Games 2021;9(2):e27290
    CrossRef
  24. Caliskan Y, Entezari R, Eßer M, Ezold U, Gelfart D, Mariami H, Beutelspacher L. Spielend heilen. Information - Wissenschaft & Praxis 2018;69(1):47
    CrossRef
  25. Strudwick G, McLay D, Lo B, Shin HD, Currie L, Thomson N, Maillet , Strong V, Miller A, Shen N, Campbell J. Development of a Resource Guide to Support the Engagement of Mental Health Providers and Patients With Digital Health Tools: Multimethod Study. Journal of Medical Internet Research 2021;23(4):e25773
    CrossRef
  26. Derksen ME, Jaspers MW, van Strijp S, Fransen MP. Mobile Health for Smoking Cessation Among Disadvantaged Young Women During and After Pregnancy: User-Centered Design and Usability Study. JMIR Formative Research 2021;5(8):e24112
    CrossRef
  27. Hoffmann G, Pfeiffer J. Gameful Learning for a More Sustainable World. Business & Information Systems Engineering 2022;64(4):459
    CrossRef
  28. . Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü. TRT Akademi 2022;
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  29. 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
  30. Arora C, Razavian M. Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health 2021;18(21):11052
    CrossRef
  31. Rajani NB, Bustamante L, Weth D, Romo L, Mastellos N, Filippidis FT. Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment. JMIR Serious Games 2023;11:e39975
    CrossRef
  32. Tanouri A, Kennedy A, Veer E. A conceptual framework for transformative gamification services. Journal of Services Marketing 2022;36(2):185
    CrossRef
  33. Fleddermann K, Molfenter T, Vjorn O, Horst J, Hulsey J, Kelly B, Zawislak K, Gustafson DH, Gicquelais RE. Patient Preferences for Mobile Health Applications to Support Recovery. Journal of Addiction Medicine 2023;17(4):394
    CrossRef
  34. Zhang M, Wolters M, O'Connor S, Wang Y, Doi L. Smokers’ user experience of smoking cessation apps: A systematic review. International Journal of Medical Informatics 2023;175:105069
    CrossRef
  35. Anto A, Asif RO, Basu A, Kanapathipillai D, Salam H, Selim R, Zaman J, Eisingerich AB. Exploring the Impact of Social Media on Anxiety Among University Students in the United Kingdom: Qualitative Study. JMIR Formative Research 2023;7:e43037
    CrossRef
  36. Qian Y, Liu Z, Lee EWJ, Wang Y, Ni Z. Exploring the Incentive Function of Virtual Academic Degrees in a Chinese Online Smoking Cessation Community: Qualitative Content Analysis. Journal of Medical Internet Research 2023;25:e42260
    CrossRef
  37. Tran DD, Davis JP, Ring C, Buch K, Fitzke RE, Pedersen ER. Informing the development of interventions for e-cigarette use and prevention of transition to cigarette smoking in young adults: A qualitative study. Preventive Medicine Reports 2023;35:102332
    CrossRef
  38. Lieder F, Chen P, Prentice M, Amo V, Tošić M. Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study. JMIR Serious Games 2024;12:e43078
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.5678):

  1. Sañudo-Corrales B, Sánchez-Oliver AJ, del Río-Rama MDLC. Cultural and Creative Industries. 2019. Chapter 8:137
    CrossRef
  2. Mishra SP, Kulshreshtha D, Srivastava AK, Gandhi AK, Rastogi M. Application of Gaming in New Media Marketing. 2019. chapter 15:244
    CrossRef
  3. Coziahr K, Stanley L, Perez-Litwin A, Lundberg C, Litwin A. Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture. 2022. Chapter 7:107
    CrossRef
  4. Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. 2023. Chapter 24:227
    CrossRef