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Citing this Article

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Published on 12.05.17 in Vol 5, No 2 (2017): Apr-Jun

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

Works citing "Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.7472):

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

  1. Kaufman N, Dadashi M. Using Digital Health Technology to Prevent and Treat Diabetes. Diabetes Technology & Therapeutics 2018;20(S1):S-71
    CrossRef
  2. Abdul Rahim MI, Thomas RH. Gamification of Medication Adherence in Epilepsy. Seizure 2017;52:11
    CrossRef
  3. Jibb LA, Stevens BJ, Nathan PC, Seto E, Cafazzo JA, Johnston DL, Hum V, Stinson JN. Perceptions of Adolescents With Cancer Related to a Pain Management App and Its Evaluation: Qualitative Study Nested Within a Multicenter Pilot Feasibility Study. JMIR mHealth and uHealth 2018;6(4):e80
    CrossRef
  4. Giunti G, Guisado Fernández E, Dorronzoro Zubiete E, Rivera Romero O. Supply and Demand in mHealth Apps for Persons With Multiple Sclerosis: Systematic Search in App Stores and Scoping Literature Review. JMIR mHealth and uHealth 2018;6(5):e10512
    CrossRef
  5. 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
  6. . Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11
    CrossRef
  7. Davaris MT, Bunzli S, Dowsey MM, Choong PF. Gamifying health literacy: how can digital technology optimize patient outcomes in surgery?. ANZ Journal of Surgery 2021;91(10):2008
    CrossRef
  8. 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
  9. Sarasmita MA, Larasanty LPF, Kuo L, Cheng K, Chen H. A Computer-Based Interactive Narrative and a Serious Game for Children With Asthma: Development and Content Validity Analysis. Journal of Medical Internet Research 2021;23(9):e28796
    CrossRef
  10. Arouca MG, Neves IBDC, Barreto ME, Cruz CDS, Brito RL. Gamification Frameworks and Models for Health Contexts. International Journal for Innovation Education and Research 2021;9(9):374
    CrossRef
  11. Abas SA, Ismail N, Zakaria Y, Ismail I, Mat Zain NH, Yasin SM, Ibrahim K, Razali A, Mohd Yusoff MAS, Ahmad N, Chinnayah T. A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study. JMIR Serious Games 2023;11:e43047
    CrossRef
  12. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019
    CrossRef
  13. Vacchi L, Zirone E, Strina V, Cavaletti G, Ferrarese C. Mobile Applications to Support Multiple Sclerosis Communities: The Post-COVID-19 Scenario. Telemedicine and e-Health 2024;
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.7472):

  1. Altuwayrib SA, Win KT, Freeman M. Persuasive Technology. 2023. Chapter 20:307
    CrossRef
  2. Cabascango S, Andrango I, Guerrero G. Sustainable, Innovative and Intelligent Societies and Cities. 2023. Chapter 9:185
    CrossRef