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Citing this Article

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Published on 01.12.16 in Vol 4, No 2 (2016): Jul-Dec

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

Works citing "Quittr: The Design of a Video Game to Support Smoking Cessation"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.6258):

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

  1. Schlam TR, Baker TB. Playing Around with Quitting Smoking: A Randomized Pilot Trial of Mobile Games as a Craving Response Strategy. Games for Health Journal 2020;9(1):64
    CrossRef
  2. Carreiro S, Chai PR, Carey J, Lai J, Smelson D, Boyer EW. mHealth for the Detection and Intervention in Adolescent and Young Adult Substance Use Disorder. Current Addiction Reports 2018;5(2):110
    CrossRef
  3. Taylor S, Ferguson C, Peng F, Schoeneich M, Picard RW. Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial. Journal of Medical Internet Research 2019;21(1):e11683
    CrossRef
  4. 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
  5. 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
  6. Vilardaga R, Casellas-Pujol E, McClernon JF, Garrison KA. Mobile Applications for the Treatment of Tobacco Use and Dependence. Current Addiction Reports 2019;6(2):86
    CrossRef
  7. 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
  8. Aida A, Svensson T, Svensson AK, Chung U, Yamauchi T. eHealth Delivery of Educational Content Using Selected Visual Methods to Improve Health Literacy on Lifestyle-Related Diseases: Literature Review. JMIR mHealth and uHealth 2020;8(12):e18316
    CrossRef
  9. 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
  10. Fränti P, Fazal N. Design Principles for Content Creation in Location-Based Games. ACM Transactions on Multimedia Computing, Communications, and Applications 2023;19(5s):1
    CrossRef
  11. Upton CR, Nastasi JA, Raiff BR. Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study. JMIR Serious Games 2022;10(1):e30949
    CrossRef
  12. Barnes S, Prescott J, Adams J. Initial evaluation of a mobile therapeutic game for adolescent anxiety disorders. Mental Health and Social Inclusion 2023;27(2):118
    CrossRef
  13. Gavin J, Barnes S. Research protocol for a preliminary evaluation of a gamified tool for adult wellbeing. Mental Health and Social Inclusion 2023;27(2):154
    CrossRef
  14. Conn C, Patel A, Gavin J, Granda-Salazar M, Williams A, Barnes S. “Development and evaluation of perspective: counselling simulator”: a gamified tool for developing risk-assessment skills in trainee counsellors. Mental Health and Social Inclusion 2023;27(2):140
    CrossRef
  15. BİLKAY H, GÜRHAN N, ŞİRİN B. Use of Mobile Applications in Smoking, Alcohol and Substance Use Disorders. Psikiyatride Güncel Yaklaşımlar 2023;15(3):518
    CrossRef
  16. 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
  17. White JS, Salem MK, Toussaert S, Westmaas JL, Raiff BR, Crane D, Warrender E, Lyles C, Abroms L, Thrul J. Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study. JMIR Serious Games 2023;11:e46602
    CrossRef
  18. Goodwin S, Nastasi J, Newman S, Rapoza D, Raiff BR. A Mobile Game to Support Smoking Cessation: Feasibility and Acceptability Assessment (Preprint). JMIR Serious Games 2023;
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.6258):

  1. Ferguson SG, Jahnel T, Elliston K, Shiffman S. The Cambridge Handbook of Research Methods in Clinical Psychology. 2020. 23:301
    CrossRef
  2. . The Cambridge Handbook of Research Methods in Clinical Psychology. 2020. Part VI:299
    CrossRef
  3. Barnes S, Bradley M, Williams A. Research Anthology on Game Design, Development, Usage, and Social Impact. 2022. chapter 47:994
    CrossRef
  4. Barnes S, Bradley M, Williams A. Digital Innovations for Mental Health Support. 2022. chapter 8:151
    CrossRef
  5. Sherer J, Richman E, Shalvoy K. Technology-Assisted Interventions for Substance Use Disorders. 2023. Chapter 1:1
    CrossRef
  6. Conn C, Patel A, Gavin J, Salazar MG, Williams A, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. 2023. Chapter 51:723
    CrossRef
  7. Barnes S, Prescott J, Adams J. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. 2023. Chapter 52:737
    CrossRef
  8. Gavin J, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. 2023. Chapter 50:709
    CrossRef