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Citing this Article

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Published on 07.06.17 in Vol 5, No 2 (2017): Apr-Jun

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

Works citing "Gamification in Stress Management Apps: A Critical App Review"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.7216):

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

  1. Smyth A, Syrek C, Reins JA, Domin M, Janneck M, Lehr D. User experience predicts the effectiveness of a gamified recovery app. Prävention und Gesundheitsförderung 2018;13(4):319
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  2. Zhang M, Ying J, Song G, Fung DS, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640
    CrossRef
  3. Priesterroth L, Grammes J, Holtz K, Reinwarth A, Kubiak T. Gamification and Behavior Change Techniques in Diabetes Self-Management Apps. Journal of Diabetes Science and Technology 2019;13(5):954
    CrossRef
  4. Heidel A, Hagist C. Potential Benefits and Risks Resulting From the Introduction of Health Apps and Wearables Into the German Statutory Health Care System: Scoping Review. JMIR mHealth and uHealth 2020;8(9):e16444
    CrossRef
  5. Zhang M, Heng S, Song G, Fung DS, Smith HE. Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study. JMIR mHealth and uHealth 2019;7(10):e15871
    CrossRef
  6. Apolinário-Hagen J, Hennemann S, Fritsche L, Drüge M, Breil B. Determinant Factors of Public Acceptance of Stress Management Apps: Survey Study. JMIR Mental Health 2019;6(11):e15373
    CrossRef
  7. Paldán K, Simanovski J, Ullrich G, Steinmetz M, Rammos C, Jánosi RA, Moebus S, Rassaf T, Lortz J. Feasibility and Clinical Relevance of a Mobile Intervention Using TrackPAD to Support Supervised Exercise Therapy in Patients With Peripheral Arterial Disease: Study Protocol for a Randomized Controlled Pilot Trial. JMIR Research Protocols 2019;8(6):e13651
    CrossRef
  8. Cheng VWS, Davenport TA, Johnson D, Vella K, Mitchell J, Hickie IB. An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process. JMIR Mental Health 2018;5(4):e11068
    CrossRef
  9. Zhang M, Ying J, Ho RC. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154
    CrossRef
  10. . Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: a review of recent literature. BioPsychoSocial Medicine 2019;13(1)
    CrossRef
  11. Smyth A, de Bloom J, Syrek C, Domin M, Janneck M, Reins JA, Lehr D. Efficacy of a smartphone-based intervention — “Holidaily” — promoting recovery behaviour in workers after a vacation: study protocol for a randomised controlled trial. BMC Public Health 2020;20(1)
    CrossRef
  12. Zhang MW, Heng S, Song G, Fung DSS, Smith H. Codesigning a mobile gamified attention bias modification intervention: research protocol. BMJ Open 2019;9(10):e031897
    CrossRef
  13. De Witte NAJ, Buyck I, Van Daele T. Combining Biofeedback with Stress Management Interventions: A Systematic Review of Physiological and Psychological Effects. Applied Psychophysiology and Biofeedback 2019;44(2):71
    CrossRef
  14. Zhang MW, Ying JB, Song G, Ho RC. A review of gamification approaches in commercial cognitive bias modification gaming applications. Technology and Health Care 2018;26(6):933
    CrossRef
  15. Hoffmann A, Faust-Christmann CA, Zolynski G, Bleser G. Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study. JMIR Formative Research 2020;4(5):e13170
    CrossRef
  16. Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
    CrossRef
  17. Drissi N, Ouhbi S, Janati Idrissi MA, Ghogho M. An analysis on self-management and treatment-related functionality and characteristics of highly rated anxiety apps. International Journal of Medical Informatics 2020;141:104243
    CrossRef
  18. Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717
    CrossRef
  19. Zhang M, Vallabhajosyula R, Fung D. Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study. JMIR Research Protocols 2020;9(12):e24078
    CrossRef
  20. . Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11
    CrossRef
  21. 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
  22. Auf H, Dagman J, Renström S, Chaplin J. GAMIFICATION AND NUDGING TECHNIQUES FOR IMPROVING USER ENGAGEMENT IN MENTAL HEALTH AND WELL-BEING APPS. Proceedings of the Design Society 2021;1:1647
    CrossRef
  23. Cheng C, Chau C. Gamification-based intervention for enhancing team effectiveness and coping flexibility: Randomized controlled trial. Frontiers in Psychiatry 2022;13
    CrossRef
  24. Mustafa AS, Ali N, Dhillon JS, Alkawsi G, Baashar Y. User Engagement and Abandonment of mHealth: A Cross-Sectional Survey. Healthcare 2022;10(2):221
    CrossRef
  25. Nicolaidou I, Aristeidis L, Lambrinos L. A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study. DIGITAL HEALTH 2022;8:205520762211090
    CrossRef
  26. Nicolaidou I, Tozzi F, Antoniades A. A gamified app on emotion recognition and anger management for pre-school children. International Journal of Child-Computer Interaction 2022;31:100449
    CrossRef
  27. Zhang M, Ranganath V. An Emotional Bias Modification for Children With Attention-Deficit/Hyperactivity Disorder: Co-design Study. JMIR Formative Research 2022;6(12):e36390
    CrossRef
  28. Mistarz N, Nielsen AS, Andersen K, Goudriaan AE, Skøt L, Mathiasen K, Michel TM, Mellentin AI. Brain+ AlcoRecover: A Randomized Controlled Pilot-Study and Feasibility Study of Multiple-Domain Cognitive Training Using a Serious Gaming App for Treating Alcohol Use Disorders. Frontiers in Psychiatry 2021;12
    CrossRef
  29. Mellentin AI, Cox WM, Fadardi JS, Martinussen L, Mistarz N, Skøt L, Rømer Thomsen K, Mathiasen K, Lichtenstein M, Nielsen AS. A Randomized Controlled Trial of Attentional Control Training for Treating Alcohol Use Disorder. Frontiers in Psychiatry 2021;12
    CrossRef
  30. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105
    CrossRef
  31. Militello L, Sobolev M, Okeke F, Adler DA, Nahum-Shani I. Digital Prompts to Increase Engagement With the Headspace App and for Stress Regulation Among Parents: Feasibility Study. JMIR Formative Research 2022;6(3):e30606
    CrossRef
  32. Heidel A, Hagist C, Spinler S, Schoeneberger M. Removing Dust From the German Health Care System by Introducing Health Apps Into Standard Care: Semistructured Interview Study. JMIR Human Factors 2023;10:e42186
    CrossRef
  33. Paganini S, Meier E, Terhorst Y, Wurst R, Hohberg V, Schultchen D, Strahler J, Wursthorn M, Baumeister H, Messner E. Stress Management Apps: Systematic Search and Multidimensional Assessment of Quality and Characteristics. JMIR mHealth and uHealth 2023;11:e42415
    CrossRef
  34. Althammer SE, Wöhrmann AM, Michel A. How Positive Activities Shape Emotional Exhaustion and Work-Life Balance: Effects of an Intervention via Positive Emotions and Boundary Management Strategies. Occupational Health Science 2024;8(1):43
    CrossRef
  35. Vasil S, Xinxo S, Alia A, Muça K, Tresa E, Burazeri G. Digital applications as a means for promotion of healthy behaviours among Albanian children. Health Promotion International 2023;38(4)
    CrossRef
  36. Manning JB, Blandford A, Edbrooke-Childs J. High School Teachers’ Experiences of Consumer Technologies for Stress Management During the COVID-19 Pandemic: Qualitative Study. JMIR Formative Research 2023;7:e50460
    CrossRef
  37. Althammer SE, Wöhrmann AM, Michel A. Comparing Web-Based and Blended Training for Coping With Challenges of Flexible Work Designs: Randomized Controlled Trial. Journal of Medical Internet Research 2023;25:e42510
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.7216):

  1. Christmann CA, Hoffmann A, Zolynski G, Bleser G. HCI International 2018 – Posters' Extended Abstracts. 2018. Chapter 52:387
    CrossRef
  2. Hoffmann A, Faust-Christmann CA, Zolynski G, Bleser G. Design, User Experience, and Usability. Application Domains. 2019. Chapter 23:303
    CrossRef
  3. Christmann CA, Zolynski G, Hoffmann A, Bleser G. Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). 2019. Chapter 17:121
    CrossRef
  4. . IoT in Healthcare and Ambient Assisted Living. 2021. Chapter 11:223
    CrossRef
  5. Six S, Harris M, Winterlind E, Byrne K. HCI International 2021 - Late Breaking Posters. 2021. Chapter 26:197
    CrossRef
  6. Bamberg E, Tanner G. Handbuch Gesundheitsförderung bei der Arbeit. 2022. Chapter 2:11
    CrossRef
  7. Bamberg E, Tanner G. Handbuch Gesundheitsförderung bei der Arbeit. 2021. Chapter 2-1:1
    CrossRef
  8. Tuomi P, Fager K, Multisilta J. Handbook of Research on Gamification Dynamics and User Experience Design. 2022. chapter 5:93
    CrossRef
  9. Lampert C, Tolks D. Gesundheitskompetenz. 2022. Chapter 48-1:1
    CrossRef
  10. Lampert C, Tolks D. Gesundheitskompetenz. 2023. Chapter 48:403
    CrossRef