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Citing this Article

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Published on 10.05.18 in Vol 6, No 2 (2018): April-June

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

Works citing "Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.8902):

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

  1. Gonsalves PP, Hodgson ES, Kumar A, Aurora T, Chandak Y, Sharma R, Michelson D, Patel V. Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India. Frontiers in Public Health 2019;7
    CrossRef
  2. Edridge C, Wolpert M, Deighton J, Edbrooke-Childs J. An mHealth Intervention (ReZone) to Help Young People Self-Manage Overwhelming Feelings: Cluster-Randomized Controlled Trial. Journal of Medical Internet Research 2020;22(7):e14223
    CrossRef
  3. Christie GI, Shepherd M, Merry SN, Hopkins S, Knightly S, Stasiak K. Gamifying CBT to deliver emotional health treatment to young people on smartphones. Internet Interventions 2019;18:100286
    CrossRef
  4. Miralles I, Granell C, Díaz-Sanahuja L, Van Woensel W, Bretón-López J, Mira A, Castilla D, Casteleyn S. Smartphone Apps for the Treatment of Mental Disorders: Systematic Review. JMIR mHealth and uHealth 2020;8(4):e14897
    CrossRef
  5. Wray TB, Pérez AE, Celio MA, Carr DJ, Adia AC, Monti PM. Exploring the Use of Smartphone Geofencing to Study Characteristics of Alcohol Drinking Locations in High‐Risk Gay and Bisexual Men. Alcoholism: Clinical and Experimental Research 2019;43(5):900
    CrossRef
  6. Neumann CJ, Kolak T, Auschra C. Strategies to digitalize inert health practices: The gamification of glucose monitoring. it - Information Technology 2019;61(5-6):231
    CrossRef
  7. Regidor N, Ausín B. Tecnologías de información y comunicación (TIC) aplicadas al tratamiento de los problemas de ansiedad. Clínica Contemporánea 2020;11(2)
    CrossRef
  8. 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
  9. Tark R, Metelitsa M, Akkermann K, Saks K, Mikkel S, Haljas K. Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study. JMIR Serious Games 2019;7(3):e13776
    CrossRef
  10. Richardson PA, Harrison LE, Heathcote LC, Rush G, Shear D, Lalloo C, Hood K, Wicksell RK, Stinson J, Simons LE. mHealth for pediatric chronic pain: state of the art and future directions. Expert Review of Neurotherapeutics 2020;20(11):1177
    CrossRef
  11. Rodenburg FJ, Sawada Y, Hayashi N. Improving RNN Performance by Modelling Informative Missingness with Combined Indicators. Applied Sciences 2019;9(8):1623
    CrossRef
  12. Silk JS, Pramana G, Sequeira SL, Lindhiem O, Kendall PC, Rosen D, Parmanto B. Using a Smartphone App and Clinician Portal to Enhance Brief Cognitive Behavioral Therapy for Childhood Anxiety Disorders. Behavior Therapy 2020;51(1):69
    CrossRef
  13. Tuerk PW, Schaeffer CM, McGuire JF, Adams Larsen M, Capobianco N, Piacentini J. Adapting Evidence-Based Treatments for Digital Technologies: a Critical Review of Functions, Tools, and the Use of Branded Solutions. Current Psychiatry Reports 2019;21(10)
    CrossRef
  14. Wu A, Scult MA, Barnes ED, Betancourt JA, Falk A, Gunning FM. Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement. npj Digital Medicine 2021;4(1)
    CrossRef
  15. Stubberud A, Linde M, Brenner E, Heier M, Olsen A, Aamodt AH, Gravdahl GB, Tronvik E. Self‐administered biofeedback treatment app for pediatric migraine: A randomized pilot study. Brain and Behavior 2021;11(2)
    CrossRef
  16. Balaskas A, Schueller SM, Cox AL, Doherty G, Myers B. Ecological momentary interventions for mental health: A scoping review. PLOS ONE 2021;16(3):e0248152
    CrossRef
  17. Kim S, Park Y, Ackerman MK. Designing an Indoor Air Quality Monitoring App for Asthma Management in Children: User-Centered Design Approach. JMIR Formative Research 2021;5(9):e27447
    CrossRef
  18. 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
  19. . Creating wellness apps with high patient engagement to close the intention–action gap. International Psychogeriatrics 2021;33(6):551
    CrossRef
  20. Moczygemba LR, Thurman W, Tormey K, Hudzik A, Welton-Arndt L, Kim E. GPS Mobile Health Intervention Among People Experiencing Homelessness: Pre-Post Study. JMIR mHealth and uHealth 2021;9(11):e25553
    CrossRef
  21. Kriegshauser KD, Sexton CC, Bozsik FM, Blossom JB, Wiese AD, Adams Larsen M, Hale LR. The Feasibility of a Family-Focused CBT Skills Self-Help App. Cognitive and Behavioral Practice 2024;31(2):230
    CrossRef
  22. Timmons AC, Duong JB, Simo Fiallo N, Lee T, Vo HPQ, Ahle MW, Comer JS, Brewer LC, Frazier SL, Chaspari T. A Call to Action on Assessing and Mitigating Bias in Artificial Intelligence Applications for Mental Health. Perspectives on Psychological Science 2023;18(5):1062
    CrossRef
  23. Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4
    CrossRef
  24. Martinez K, Menéndez-Menéndez MI, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482
    CrossRef
  25. G. Martinez R, Seager van Dyk I, L. Kroll J, D. Emerson N, Bursch B. Recommendations for Building Telemental Health Relationships with Youth: A Systematic Review and Resource for Clinicians. Evidence-Based Practice in Child and Adolescent Mental Health 2022;7(3):349
    CrossRef
  26. Bettis AH, Burke TA, Nesi J, Liu RT. Digital Technologies for Emotion-Regulation Assessment and Intervention: A Conceptual Review. Clinical Psychological Science 2022;10(1):3
    CrossRef
  27. Leong QY, Sridhar S, Blasiak A, Tadeo X, Yeo G, Remus A, Ho D. Characteristics of Mobile Health Platforms for Depression and Anxiety: Content Analysis Through a Systematic Review of the Literature and Systematic Search of Two App Stores. Journal of Medical Internet Research 2022;24(2):e27388
    CrossRef
  28. Leenaraj B, Arayaphan W, Intawong K, Puritat K. A gamified mobile application for first-year student orientation to promote library services. Journal of Librarianship and Information Science 2023;55(1):137
    CrossRef
  29. Rasouli S, Gupta G, Nilsen E, Dautenhahn K. Potential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety. International Journal of Social Robotics 2022;14(5):1
    CrossRef
  30. . A scoping review of gamification for mental health in children: Uncovering its key features and impact. Archives of Psychiatric Nursing 2022;41:132
    CrossRef
  31. Balaskas A, Schueller SM, Cox AL, Doherty G. The Functionality of Mobile Apps for Anxiety: Systematic Search and Analysis of Engagement and Tailoring Features. JMIR mHealth and uHealth 2021;9(10):e26712
    CrossRef
  32. Lu C, Chu W, Madden S, Parmanto B, Silk JS. Adolescent Perspectives on How an Adjunctive Mobile App for Social Anxiety Treatment Impacts Treatment Engagement in Telehealth Group Therapy. Social Sciences 2021;10(10):397
    CrossRef
  33. Lockwood J, Williams L, Martin JL, Rathee M, Hill C. Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study. JMIR Mental Health 2022;9(1):e29008
    CrossRef
  34. Weintraub MJ, Ichinose MC, Zinberg J, Done M, Morgan-Fleming GM, Wilkerson CA, Brown RD, Bearden CE, Miklowitz DJ. App-enhanced transdiagnostic CBT for adolescents with mood or psychotic spectrum disorders. Journal of Affective Disorders 2022;311:319
    CrossRef
  35. Denecke K, Schmid N, Nüssli S. Implementation of Cognitive Behavioral Therapy in e–Mental Health Apps: Literature Review. Journal of Medical Internet Research 2022;24(3):e27791
    CrossRef
  36. Henry LM, Compas BE. Review: Preventing Psychopathology in the Digital Age: Leveraging Technology to Target Coping and Emotion Regulation in Adolescents. JAACAP Open 2024;2(1):6
    CrossRef
  37. Eghdami S, Ahmadkhaniha HR, Baradaran HR, Hirbod-Mobarakeh A. Ecological momentary interventions for smoking cessation: a systematic review and meta-analysis. Social Psychiatry and Psychiatric Epidemiology 2023;58(10):1431
    CrossRef
  38. Amer NA, Shohieb SM, Eladrosy WM, Elbakry HM, Elrazek SMA. Sokoon. International Journal of Gaming and Computer-Mediated Simulations 2023;15(1):1
    CrossRef
  39. Cheng P, Santarossa S, Kalmbach D, Sagong C, Hu K, Drake C. Patient perspectives on facilitators and barriers to equitable engagement with digital CBT-I. Sleep Health 2023;9(5):571
    CrossRef
  40. Cheng C, Ebrahimi OV. Gamification: a Novel Approach to Mental Health Promotion. Current Psychiatry Reports 2023;25(11):577
    CrossRef
  41. Cui Z, Yang H. From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms. SAGE Open 2023;13(4)
    CrossRef
  42. Gajardo Sánchez AD, Murillo-Zamorano LR, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4)
    CrossRef
  43. Gómez-Cambronero , Mann A, Mira A, Doherty G, Casteleyn S. Smartphone-based serious games for mental health: a scoping review. Multimedia Tools and Applications 2024;
    CrossRef
  44. Klein AM, Hagen A, Mobach L, Zimmermann R, Baartmans JMD, Rahemenia J, de Gier E, Schneider S, Ollendick TH. The Importance of Practicing at Home During and Following Cognitive Behavioral Therapy for Childhood Anxiety Disorders: A Conceptual Review and New Directions to Enhance Homework Using Mhealth Technology. Clinical Child and Family Psychology Review 2024;
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.8902):

  1. Blackburn AM, Goetter EM. Clinical Handbook of Anxiety Disorders. 2020. Chapter 16:297
    CrossRef
  2. Stoll RD, Mendes SH, Pina AA, Silverman WK. Handbook of Evidence-Based Therapies for Children and Adolescents. 2020. Chapter 5:55
    CrossRef
  3. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. 2021. Chapter 14:168
    CrossRef
  4. Podina IR, Caculidis-Tudor D. Brain, Decision Making and Mental Health. 2023. Chapter 17:347
    CrossRef
  5. Gutierrez LJ, Castro LA, Banos O. Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence (UCAmI 2022). 2023. Chapter 88:888
    CrossRef