Published on 01.12.16 in Vol 4, No 2 (2016): Jul-Dec
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)
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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
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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
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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
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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
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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
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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
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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
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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
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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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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
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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
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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
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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
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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
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BİLKAY H, GÜRHAN N, ŞİRİN B. Use of Mobile Applications in Smoking, Alcohol and Substance Use Disorders. Psikiyatride Güncel Yaklaşımlar 2023;15(3):518
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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
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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
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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;
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According to Crossref, the following books are citing this article (DOI 10.2196/games.6258):
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Ferguson SG, Jahnel T, Elliston K, Shiffman S. The Cambridge Handbook of Research Methods in Clinical Psychology. 2020. 23:301
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. The Cambridge Handbook of Research Methods in Clinical Psychology. 2020. Part VI:299
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Barnes S, Bradley M, Williams A. Research Anthology on Game Design, Development, Usage, and Social Impact. 2022. chapter 47:994
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Barnes S, Bradley M, Williams A. Digital Innovations for Mental Health Support. 2022. chapter 8:151
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Sherer J, Richman E, Shalvoy K. Technology-Assisted Interventions for Substance Use Disorders. 2023. Chapter 1:1
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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
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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
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Gavin J, Barnes S. Proceedings of ICACTCE'23 — The International Conference on Advances in Communication Technology and Computer Engineering. 2023. Chapter 50:709
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