Published on in Vol 1, No 1 (2013): Inaugural Issue
Journals
- Lier L, Breuer C. The motivating power of gamification. International Journal of Workplace Health Management 2019;13(1):1 View
- Ghenai A, Mejova Y. Fake Cures. Proceedings of the ACM on Human-Computer Interaction 2018;2(CSCW):1 View
- Day J, Freiberg K, Hayes A, Homel R. Towards Scalable, Integrative Assessment of Children’s Self-Regulatory Capabilities: New Applications of Digital Technology. Clinical Child and Family Psychology Review 2019;22(1):90 View
- Silic M, Marzi G, Caputo A, Bal P. The effects of a gamified human resource management system on job satisfaction and engagement. Human Resource Management Journal 2020;30(2):260 View
- Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez J, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187 View
- Klaassen R, Bul K, Op den Akker R, Van der Burg G, Kato P, Di Bitonto P. Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients. Sensors 2018;18(2):402 View
- AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12 View
- Jennings C, Berry T, Carson V, Culos-Reed S, Duncan M, Loitz C, McCormack G, McHugh T, Spence J, Vallance J, Mummery W. UWALK: the development of a multi-strategy, community-wide physical activity program. Translational Behavioral Medicine 2017;7(1):16 View
- Lowensteyn I, Berberian V, Berger C, Da Costa D, Joseph L, Grover S. The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years. American Journal of Health Promotion 2019;33(6):850 View
- Mack I, Bayer C, Schäffeler N, Reiband N, Brölz E, Zurstiege G, Fernandez‐Aranda F, Gawrilow C, Zipfel S. Chances and Limitations of Video Games in the Fight against Childhood Obesity—A Systematic Review. European Eating Disorders Review 2017;25(4):237 View
- Hanisch S, Birner U, Oberhauser C, Nowak D, Sabariego C. Development and Evaluation of Digital Game-Based Training for Managers to Promote Employee Mental Health and Reduce Mental Illness Stigma at Work: Quasi-Experimental Study of Program Effectiveness. JMIR Mental Health 2017;4(3):e31 View
- Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565 View
- Faric N, Yorke E, Varnes L, Newby K, Potts H, Smith L, Hon A, Steptoe A, Fisher A. Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study. JMIR Serious Games 2019;7(2):e11960 View
- O’Connor D, Brennan L, Caulfield B. The use of neuromuscular electrical stimulation (NMES) for managing the complications of ageing related to reduced exercise participation. Maturitas 2018;113:13 View
- Hoppe C, Cade J, Carter M. An evaluation of diabetes targeted apps for Android smartphone in relation to behaviour change techniques. Journal of Human Nutrition and Dietetics 2017;30(3):326 View
- Karekla M, Savvides S, Gloster A. An Avatar-Led Intervention Promotes Smoking Cessation in Young Adults: A Pilot Randomized Clinical Trial. Annals of Behavioral Medicine 2020 View
- Savolainen E, Rutberg S, Backman Y, Lindqvist A. Long-Term Perspectives of a School-Based Intervention to Promote Active School Transportation. International Journal of Environmental Research and Public Health 2020;17(14):5006 View
- Araújo-Soares V, Hankonen N, Presseau J, Rodrigues A, Sniehotta F. Developing Behavior Change Interventions for Self-Management in Chronic Illness. European Psychologist 2019;24(1):7 View
- Sola D, Couturier J, Voyer B. Unlocking patient activation in chronic disease care. British Journal of Healthcare Management 2015;21(5):220 View
- Rouf A, Grech A, Allman-Farinelli M. Assessing the efficacy and external validity of interventions promoting calcium or dairy intake in young adults: A systematic review with meta-analysis. Critical Reviews in Food Science and Nutrition 2018;58(15):2600 View
- Rajani N, Weth D, Mastellos N, Filippidis F. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883 View
- AlMarshedi A, Wills G, Ranchhod A. The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia. Procedia Computer Science 2015;63:475 View
- Notebaert L, Grafton B, Clarke P, Rudaizky D, Chen N, MacLeod C. Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study. JMIR Serious Games 2018;6(4):e10993 View
- de Vette F, Tabak M, Dekker - van Weering M, Vollenbroek-Hutten M. Engaging Elderly People in Telemedicine Through Gamification. JMIR Serious Games 2015;3(2):e9 View
- Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89 View
- Karekla M, Kasinopoulos O, Neto D, Ebert D, Van Daele T, Nordgreen T, Höfer S, Oeverland S, Jensen K. Best Practices and Recommendations for Digital Interventions to Improve Engagement and Adherence in Chronic Illness Sufferers. European Psychologist 2019;24(1):49 View
- Lister C, Royne M, Payne H, Cannon B, Hanson C, Barnes M. The Laugh Model: Reframing and Rebranding Public Health Through Social Media. American Journal of Public Health 2015;105(11):2245 View
- Corepal R, Best P, O’Neill R, Kee F, Badham J, Dunne L, Miller S, Connolly P, Cupples M, van Sluijs E, Tully M, Hunter R. A feasibility study of ‘The StepSmart Challenge’ to promote physical activity in adolescents. Pilot and Feasibility Studies 2019;5(1) View
- Proyer R, Gander F, Bertenshaw E, Brauer K. The Positive Relationships of Playfulness With Indicators of Health, Activity, and Physical Fitness. Frontiers in Psychology 2018;9 View
- Muessig K, LeGrand S, Horvath K, Bauermeister J, Hightow-Weidman L. Recent mobile health interventions to support medication adherence among HIV-positive MSM. Current Opinion in HIV and AIDS 2017;12(5):432 View
- Ofori S, Hung Y, Schwind J, Muniz-Rodriguez K, Kakou R, Alade S, Diallo K, Sullivan K, Cowling B, Fung I. The use of digital technology to improve and monitor handwashing among children 12 years or younger in educational settings: a scoping review. International Journal of Environmental Health Research 2022;32(3):547 View
- Lumsden J, Skinner A, Coyle D, Lawrence N, Munafo M. Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques. Journal of Medical Internet Research 2017;19(11):e395 View
- Comello M, Qian X, Deal A, Ribisl K, Linnan L, Tate D. Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program. Journal of Medical Internet Research 2016;18(9):e237 View
- Taj F, Klein M, van Halteren A. Digital Health Behavior Change Technology: Bibliometric and Scoping Review of Two Decades of Research. JMIR mHealth and uHealth 2019;7(12):e13311 View
- Mora-Gonzalez J, Pérez-López I, Delgado-Fernández M. The “$in TIME” Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students. Games for Health Journal 2020;9(1):37 View
- Zachary W, Michlig G, Kaplan A, Nguyen N, Quinn C, Surkan P. Participatory Design of a Social Networking App to Support Type II Diabetes Self-Management in Low-Income Minority Communities. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 2017;6(1):37 View
- Earle A, LaBrie J, Boyle S, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71 View
- Schlomann A, Seifert A, Rietz C. Relevance of Activity Tracking With Mobile Devices in the Relationship Between Physical Activity Levels and Satisfaction With Physical Fitness in Older Adults: Representative Survey. JMIR Aging 2019;2(1):e12303 View
- Strand M, Gammon D, Ruland C. Transitions from biomedical to recovery-oriented practices in mental health: a scoping review to explore the role of Internet-based interventions. BMC Health Services Research 2017;17(1) View
- Pensak M, Lundsberg L, Stanwood N, Cutler A, Gariepy A. Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study. JMIR Serious Games 2020;8(2):e17295 View
- Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7 View
- Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8 View
- Ismail M, Ahmad A, Mohammad J, Fakri N, Nor M, Pa M. Using Kahoot! as a formative assessment tool in medical education: a phenomenological study. BMC Medical Education 2019;19(1) View
- Ehrari H, Larsen R, Langberg H, Andersen H. Effects of Playful Exercise of Older Adults on Balance and Physical Activity: a Randomized Controlled Trial. Journal of Population Ageing 2020;13(2):207 View
- Switsers L, Dauwe A, Vanhoudt A, Van Dyck H, Lombaerts K, Oldenburg J. Users’ Perspectives on mHealth Self-Management of Bipolar Disorder: Qualitative Focus Group Study. JMIR mHealth and uHealth 2018;6(5):e108 View
- . Gamification for physical activity behaviour change. Perspectives in Public Health 2018;138(6):309 View
- Lindqvist A, Castelli D, Hallberg J, Rutberg S. The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. JMIR Serious Games 2018;6(1):e1 View
- Roche C, Wingo N, Westfall A, Azuero A, Dempsey D, Willig J. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458 View
- Holtz B, Murray K, Hershey D, Dunneback J, Cotten S, Holmstrom A, Vyas A, Kaiser M, Wood M. Developing a Patient-Centered mHealth App: A Tool for Adolescents With Type 1 Diabetes and Their Parents. JMIR mHealth and uHealth 2017;5(4):e53 View
- Åkerberg A, Söderlund A, Lindén M. The Development and Usability Evaluation of an Interactive Health Technology Solution, for Encouragement of Physical Activity in Inactive Adults Based on the User Perspective. Journal of Technology in Behavioral Science 2019;4(2):93 View
- Esbensen B, Kennedy N, Brodin N. Prevention and adherence in Rheumatic and Musculoskeletal disease. Best Practice & Research Clinical Rheumatology 2020;34(2):101525 View
- Ferrara G, Kim J, Lin S, Hua J, Seto E. A Focused Review of Smartphone Diet-Tracking Apps: Usability, Functionality, Coherence With Behavior Change Theory, and Comparative Validity of Nutrient Intake and Energy Estimates. JMIR mHealth and uHealth 2019;7(5):e9232 View
- Alfonsson S, Olsson E, Hursti T. Motivation and Treatment Credibility Predicts Dropout, Treatment Adherence, and Clinical Outcomes in an Internet-Based Cognitive Behavioral Relaxation Program: A Randomized Controlled Trial. Journal of Medical Internet Research 2016;18(3):e52 View
- Sardi L, Idri A, Fernández-Alemán J. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31 View
- LeGrand S, Knudtson K, Benkeser D, Muessig K, Mcgee A, Sullivan P, Hightow-Weidman L. Testing the Efficacy of a Social Networking Gamification App to Improve Pre-Exposure Prophylaxis Adherence (P3: Prepared, Protected, emPowered): Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2018;7(12):e10448 View
- Mu W, Spaargaren G, Oude Lansink A. Mobile Apps for Green Food Practices and the Role for Consumers: A Case Study on Dining Out Practices with Chinese and Dutch Young Consumers. Sustainability 2019;11(5):1275 View
- Nicolaidou I, Antoniades A, Constantinou R, Marangos C, Kyriacou E, Bamidis P, Dafli E, Pattichis C. A Virtual Emergency Telemedicine Serious Game in Medical Training: A Quantitative, Professional Feedback-Informed Evaluation Study. Journal of Medical Internet Research 2015;17(6):e150 View
- Athanasopoulos G, Lucas C, Cierro A, Guérit R, Hagihara K, Chatelain J, Lugan S, Macq B. King's Speech: Pronounce a Foreign Language with Style. Journal of Science and Technology of the Arts 2018;10(2):2 View
- Aebli A. Tourists' motives for gamified technology use. Annals of Tourism Research 2019;78:102753 View
- Nour M, Rouf A, Allman-Farinelli M. Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake. Appetite 2018;120:547 View
- Cheng V, Davenport T, Johnson D, Vella K, Mitchell J, Hickie I. 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 View
- Milward J, Deluca P, Drummond C, Kimergård A. Developing Typologies of User Engagement With the BRANCH Alcohol-Harm Reduction Smartphone App: Qualitative Study. JMIR mHealth and uHealth 2018;6(12):e11692 View
- Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15 View
- Monteiro-Guerra F, Rivera-Romero O, Fernandez-Luque L, Caulfield B. Personalization in Real-Time Physical Activity Coaching Using Mobile Applications: A Scoping Review. IEEE Journal of Biomedical and Health Informatics 2020;24(6):1738 View
- Hoffmann A, Christmann C, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13 View
- Mak W, Tong A, Yip S, Lui W, Chio F, Chan A, Wong C. Efficacy and Moderation of Mobile App–Based Programs for Mindfulness-Based Training, Self-Compassion Training, and Cognitive Behavioral Psychoeducation on Mental Health: Randomized Controlled Noninferiority Trial. JMIR Mental Health 2018;5(4):e60 View
- Baptista S, Wadley G, Bird D, Oldenburg B, Speight J. User Experiences With a Type 2 Diabetes Coaching App: Qualitative Study. JMIR Diabetes 2020;5(3):e16692 View
- Rodrigues A, Sniehotta F, Birch-Machin M, Olivier P, Araújo-Soares V. Acceptability and Feasibility of a Trial Testing Allocation to Sunscreen and a Smartphone App for Sun Protection: Discontinued Randomized Controlled Trial. JMIR Dermatology 2018;1(1):e1 View
- Beck A, Chitalia S, Rai V. Not so gameful: A critical review of gamification in mobile energy applications. Energy Research & Social Science 2019;51:32 View
- AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14 View
- Mummah S, King A, Gardner C, Sutton S. Iterative development of Vegethon: a theory-based mobile app intervention to increase vegetable consumption. International Journal of Behavioral Nutrition and Physical Activity 2016;13(1) View
- Hsu C, Wang T. Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills. Computers & Education 2018;121:73 View
- Fadda M, Galimberti E, Fiordelli M, Romanò L, Zanetti A, Schulz P. Effectiveness of a smartphone app to increase parents' knowledge and empowerment in the MMR vaccination decision: A randomized controlled trial. Human Vaccines & Immunotherapeutics 2017;13(11):2512 View
- Lindqvist A, Rutberg S. One Step Forward: Development of a Program Promoting Active School Transportation. JMIR Research Protocols 2018;7(5):e123 View
- Milward J, Drummond C, Fincham-Campbell S, Deluca P. What makes online substance-use interventions engaging? A systematic review and narrative synthesis. DIGITAL HEALTH 2018;4 View
- Kouwenhoven-Pasmooij T, Robroek S, Ling S, van Rosmalen J, van Rossum E, Burdorf A, Hunink M. A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study. JMIR Serious Games 2017;5(2):e6 View
- Kovacs G, Wu Z, Bernstein M. Rotating Online Behavior Change Interventions Increases Effectiveness But Also Increases Attrition. Proceedings of the ACM on Human-Computer Interaction 2018;2(CSCW):1 View
- Edwards E, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith J, Greenhill D, Griffiths C, Walton R. Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games 2018;6(4):e10252 View
- Nah F, Eschenbrenner B, Claybaugh C, Koob P. Gamification of Enterprise Systems. Systems 2019;7(1):13 View
- Dadaczynski K, Schiemann S, Backhaus O. Promoting physical activity in worksite settings: results of a German pilot study of the online intervention Healingo fit. BMC Public Health 2017;17(1) View
- Floryan M, Ritterband L, Chow P. Principles of gamification for Internet interventions. Translational Behavioral Medicine 2019;9(6):1131 View
- Pang B, Varea V, Cavallin S, Cupac A. Experiencing risk, surveillance, and prosumption: health and physical education students’ perceptions of digitised health and physical activity data. Sport, Education and Society 2019;24(8):801 View
- Montagni I, Mabchour I, Tzourio C. Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review. JMIR Serious Games 2020;8(2):e16983 View
- Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644 View
- El-Hilly A, Iqbal S, Ahmed M, Sherwani Y, Muntasir M, Siddiqui S, Al-Fagih Z, Usmani O, Eisingerich A. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study. JMIR Serious Games 2016;4(2):e18 View
- Kamel Boulos M, Gammon S, Dixon M, MacRury S, Fergusson M, Miranda Rodrigues F, Mourinho Baptista T, Yang S. Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples. JMIR Serious Games 2015;3(1):e3 View
- Sebestyen N, Sulatycky R, Rondos S, Davis S. Prendre le virage des partenariats. Healthcare Management Forum 2015;28(6_suppl):S19 View
- Attig C, Franke T. Abandonment of personal quantification: A review and empirical study investigating reasons for wearable activity tracking attrition. Computers in Human Behavior 2020;102:223 View
- Hendrie G, James-Martin G, Williams G, Brindal E, Whyte B, Crook A. The Development of VegEze: Smartphone App to Increase Vegetable Consumption in Australian Adults. JMIR Formative Research 2019;3(1):e10731 View
- van de Weijer S, Kuijf M, de Vries N, Bloem B, Duits A. Do-It-Yourself Gamified Cognitive Training: Viewpoint. JMIR Serious Games 2019;7(2):e12130 View
- Kostenius C, Hallberg J, Lindqvist A. Gamification of health education. Health Education 2018;118(4):354 View
- Giunti G, Mylonopoulou V, Rivera Romero O. More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design. JMIR mHealth and uHealth 2018;6(3):e51 View
- Lennefer T, Reis D, Lopper E, Hoppe A. A step away from impaired well-being: a latent growth curve analysis of an intervention with activity trackers among employees. European Journal of Work and Organizational Psychology 2020;29(5):664 View
- Vooris R, Blaszka M, Purrington S. Understanding the wearable fitness tracker revolution. International Journal of the Sociology of Leisure 2019;2(4):421 View
- Coombes E, Jones A. Gamification of active travel to school: A pilot evaluation of the Beat the Street physical activity intervention. Health & Place 2016;39:62 View
- Looyestyn J, Kernot J, Boshoff K, Ryan J, Edney S, Maher C, Amblard F. Does gamification increase engagement with online programs? A systematic review. PLOS ONE 2017;12(3):e0173403 View
- Lumsden J, Edwards E, Lawrence N, Coyle D, Munafò M. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy. JMIR Serious Games 2016;4(2):e11 View
- Giunti G. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631 View
- Allam A, Kostova Z, Nakamoto K, Schulz P. The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial. Journal of Medical Internet Research 2015;17(1):e14 View
- Brignone L, Edleson J. The Dating and Domestic Violence App Rubric: Synthesizing Clinical Best Practices and Digital Health App Standards for Relationship Violence Prevention Smartphone Apps. International Journal of Human–Computer Interaction 2019;35(19):1859 View
- Beemer L, Ajibewa T, DellaVecchia G, Hasson R. A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks. International Journal of Environmental Research and Public Health 2019;16(21):4082 View
- Harris M. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37 View
- Gallagher R, Chow C, Parker H, Neubeck L, Celermajer D, Redfern J, Tofler G, Buckley T, Schumacher T, Ferry C, Whitley A, Chen L, Figtree G. Design and rationale of the MyHeartMate study: a randomised controlled trial of a game-based app to promote behaviour change in patients with cardiovascular disease. BMJ Open 2019;9(5):e024269 View
- Knöll M, Roe J. Ten questions concerning a new adolescent health urbanism. Building and Environment 2017;126:496 View
- King D, Tee S, Falconer L, Angell C, Holley D, Mills A. Virtual health education: Scaling practice to transform student learning. Nurse Education Today 2018;71:7 View
- Brown M, O'Neill N, van Woerden H, Eslambolchilar P, Jones M, John A. Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review. JMIR Mental Health 2016;3(3):e39 View
- Ingersoll B, Shannon K, Berger N, Pickard K, Holtz B. Self-Directed Telehealth Parent-Mediated Intervention for Children With Autism Spectrum Disorder: Examination of the Potential Reach and Utilization in Community Settings. Journal of Medical Internet Research 2017;19(7):e248 View
- Schmidt-Kraepelin M, Toussaint P, Thiebes S, Hamari J, Sunyaev A. Archetypes of Gamification: Analysis of mHealth Apps. JMIR mHealth and uHealth 2020;8(10):e19280 View
- Bush N, Wheeler W. Personal Technology Use by U.S. Military Service Members and Veterans: An Update. Telemedicine and e-Health 2015;21(4):245 View
- Navarro-Alamán J, Lacuesta R, Garcia-Magariño I, Gallardo J. A methodology for the design and development of gamified mobile apps for monitoring cancer survivors. Journal of Biomedical Informatics 2020;106:103439 View
- Boyle S, Earle A, LaBrie J, Smith D. PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions. Addictive Behaviors 2017;67:8 View
- Beck A, Lakkaraju K, Rai V. Small is Big: Interactive Trumps Passive Information in Breaking Information Barriers and Impacting Behavioral Antecedents. SSRN Electronic Journal 2016 View
- Cain J, Piascik P. Are Serious Games a Good Strategy for Pharmacy Education?. American Journal of Pharmaceutical Education 2015;79(4):47 View
- Jang S, Kitchen P, Kim J. The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research 2018;92:250 View
- DeSmet A, Thompson D, Baranowski T, Palmeira A, Verloigne M, De Bourdeaudhuij I. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis. Journal of Medical Internet Research 2016;18(4):e94 View
- Bartlett Y, Webb T, Hawley M. Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences. Journal of Medical Internet Research 2017;19(4):e124 View
- Kim K, Kim K, Lim C, Heo J. Development of a Lifelogs-Based Daily Wellness Score to Advance a Smart Wellness Service. Service Science 2018;10(4):408 View
- Christie G, Shepherd M, Merry S, Hopkins S, Knightly S, Stasiak K. Gamifying CBT to deliver emotional health treatment to young people on smartphones. Internet Interventions 2019;18:100286 View
- Shiyko M, Hallinan S, Seif El-Nasr M, Subramanian S, Castaneda-Sceppa C. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women. JMIR Serious Games 2016;4(1):e8 View
- Signorelli G, Lehocki F, Mora Fernández M, O'Neill G, O'Connor D, Brennan L, Monteiro-Guerra F, Rivero-Rodriguez A, Hors-Fraile S, Munoz-Penas J, Bonjorn Dalmau M, Mota J, Oliveira R, Mrinakova B, Putekova S, Muro N, Zambrana F, Garcia-Gomez J. A Research Roadmap: Connected Health as an Enabler of Cancer Patient Support. Journal of Medical Internet Research 2019;21(10):e14360 View
- Rhodes A, Smith A, Chadwick P, Croker H, Llewellyn C. Exclusively Digital Health Interventions Targeting Diet, Physical Activity, and Weight Gain in Pregnant Women: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2020;8(7):e18255 View
- Hightow-Weidman L, Muessig K, Bauermeister J, LeGrand S, Fiellin L. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501 View
- Hightow-Weidman L, Muessig K, Knudtson K, Srivatsa M, Lawrence E, LeGrand S, Hotten A, Hosek S. A Gamified Smartphone App to Support Engagement in Care and Medication Adherence for HIV-Positive Young Men Who Have Sex With Men (AllyQuest): Development and Pilot Study. JMIR Public Health and Surveillance 2018;4(2):e34 View
- Thomas T, Sivakumar V, Babichenko D, Grieve V, Klem M. Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review. JMIR Serious Games 2020;8(3):e18687 View
- Kungwengwe T, Evans R. Sana: A Gamified Rehabilitation Management System for Anterior Cruciate Ligament Reconstruction Recovery. Applied Sciences 2020;10(14):4868 View
- Hammedi W, Leclerq T, Van Riel A. The use of gamification mechanics to increase employee and user engagement in participative healthcare services. Journal of Service Management 2017;28(4):640 View
- Cheng V, Davenport T, Johnson D, Vella K, Hickie I. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717 View
- Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin L, Green C, Kato P, Lu A, Maloney A, Mellecker R, Morrill B, Peng W, Shegog R, Simons M, Staiano A, Thompson D, Young K. Games for Health for Children—Current Status and Needed Research. Games for Health Journal 2016;5(1):1 View
- Gong E, Baptista S, Russell A, Scuffham P, Riddell M, Speight J, Bird D, Williams E, Lotfaliany M, Oldenburg B. My Diabetes Coach, a Mobile App–Based Interactive Conversational Agent to Support Type 2 Diabetes Self-Management: Randomized Effectiveness-Implementation Trial. Journal of Medical Internet Research 2020;22(11):e20322 View
- Jessen S, Mirkovic J, Ruland C. Creating Gameful Design in mHealth: A Participatory Co-Design Approach. JMIR mHealth and uHealth 2018;6(12):e11579 View
- Paldán K, Simanovski J, Ullrich G, Steinmetz M, Rammos C, Jánosi R, 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 View
- Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
- Herbuela V, Karita T, Carvajal T, Ho H, Lorena J, Regalado R, Sobrepeña G, Watanabe K. Early Detection of Dengue Fever Outbreaks Using a Surveillance App (Mozzify): Cross-sectional Mixed Methods Usability Study. JMIR Public Health and Surveillance 2021;7(3):e19034 View
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- Clement A, Ravet M, Stanger C, Gabrielli J. Feasibility, usability, and acceptability of MobileCoach-Teen: A smartphone app-based preventative intervention for risky adolescent drinking behavior. Journal of Substance Use and Addiction Treatment 2024;159:209275 View
- Fisher A, Miley A, Glazer S, Gies L, Parikh N, Lam L, Wade S. Feasibility and acceptability of an online parenting intervention to address behaviour problems in moderately to extremely preterm pre‐school and school‐age children. Child: Care, Health and Development 2024;50(1) View
- Oh H, Pontis S. Understanding individuals with spinal cord injury’s self-care practices: a technology probe study to promote pressure relief adherence. Disability and Rehabilitation: Assistive Technology 2024;19(7):2565 View
- Hakim H, Driedger S, Gagnon D, Chevrier J, Roch G, Dubé E, Witteman H. Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review. JMIR Serious Games 2024;12:e47257 View
- Pérez-Jorge D, Martínez-Murciano M, Contreras-Madrid A, Alonso-Rodríguez I. The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning. Healthcare 2024;12(2):124 View
- Straand I, Følstad A, Bjørnestad J. Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis. JMIR Human Factors 2024;11:e44423 View
- Lee S, Yuh C, Shin Y, Lee H, Lee Y, Lee J, Cho C. Effects of a Rice-Farming Simulation Video Game on Nature Relatedness, Nutritional Status, and Psychological State in Urban-Dwelling Adults During the COVID-19 Pandemic: Randomized Waitlist Controlled Trial. Journal of Medical Internet Research 2024;26:e51596 View
- Jeong H, Yoo J, Goh M, Song H. Deep breathing in your hands: designing and assessing a DTx mobile app. Frontiers in Digital Health 2024;6 View
- Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396 View
- Matsuoka Y, Yoshida H, Hanazato M. A Smartphone-Based Shopping Mall Walking Program and Daily Walking Steps. JAMA Network Open 2024;7(1):e2353957 View
- Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Developing a Framework for Interactions in CBT-Based Serious Games on Smartphones. International Journal of Gaming and Computer-Mediated Simulations 2024;16(1):1 View
- Panzavolta A, Cerami C, Caffarra P, De Vita D, Dodich A, Fonti C, L’Abbate F, Laganà V, Lavorgna L, Marra C, Papagno C, Pellegrini F, Stracciari A, Trojano L, Iaquinta T, Ravizza A, Sternini F, Pandolfi R, Sanzone S, Calore M, Cappa S. A digital teleneuropsychology platform for the diagnosis of mild cognitive impairment: from concept to certification as a medical device. Neurological Sciences 2024;45(7):3125 View
- Sit S, Lai A, Wong H, Hung K, Wang M, Ho S, Lam T. Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being. Games for Health Journal 2024;13(3):172 View
- Fitton Davies K, Clarke S, Martins R, Rudd J, Duncan M. The effect of a home-based, gamified stability skills intervention on 4-5-year-old children’s physical and cognitive outcomes: A pilot study. Psychology of Sport and Exercise 2024;73:102636 View
- Luo Q, Zhang Y, Wang W, Cui T, Li T. mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2024;12:e49509 View
- Duffy C, Jennings J, Shuck B, Immekus J. Employee Engagement With Corporate-Based Health and Wellness Programs: A Multiple Regression Analysis. New Horizons in Adult Education and Human Resource Development 2024;36(2):117 View
- Amonoo H, Newcomb R, Lorenz K, Psenka R, Holmbeck K, Farnam E, Tse A, Desai S, Vassev N, Waldman L, El-Jawahri A. A novel psychosocial virtual reality intervention (BMT-VR) for patients undergoing hematopoietic stem cell transplantation: Pilot randomized clinical trial design and methods. Contemporary Clinical Trials 2024;142:107550 View
- Cera G, Khan K. Mobile Banking Intention: Nexus Between Innovation, Tech Adoption, and Gamification. Journal of East-West Business 2024;30(4):390 View
- Edwards E, Lumsden J, Rivas C, Steed L, Edwards L, Thiyagarajan A, Sohanpal R, Caton H, Griffiths C, Munafò M, Taylor S, Walton R. Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps. BMJ Open 2016;6(10):e012447 View
- Peleg M, Veggiotti N, Sacchi L, Wilk S. How can we reward you? A compliance and reward ontology (CaRO) for eliciting quantitative reward rules for engagement in mHealth app and healthy behaviors. Journal of Biomedical Informatics 2024;154:104655 View
- Cónego L, Pinto R, Gonçalves G. Digital Transformation in Manufacturing: The Synergy of Chatbots and Tailored Gamification Strategies. Procedia Computer Science 2024;237:171 View
- Bressler M, Merk J, Gohlke T, Kayali F, Daigeler A, Kolbenschlag J, Prahm C. A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study. JMIR Serious Games 2024;12:e54193 View
- Berger M, Jung C. Gamification preferences in nutrition apps: Toward healthier diets and food choices. DIGITAL HEALTH 2024;10 View
- Sestino A, D'Angelo A. Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking. Technological Forecasting and Social Change 2024;205:123526 View
- Radovick S, Hershkovitz E, Kalisvaart A, Koning M, Paridaens K, Kamel Boulos M. Gamification Concepts to Promote and Maintain Therapy Adherence in Children with Growth Hormone Deficiency. J 2018;1(1):71 View
- Mahmoudi E, Yejong Yoo P, Chandra A, Cardoso R, Denner Dos Santos C, Majnemer A, Shikako K. Gamification in Mobile Apps for Children With Disabilities: Scoping Review. JMIR Serious Games 2024;12:e49029 View
- Greysen S, Oon A, Harkins K, Rareshide C, Mondal A, Patel M, Grill J, Karlawish J. Effect of gamification with a support partner to increase physical activity in older adults at risk for Alzheimer's disease: The STEP 4Life randomized clinical trial. Alzheimer's & Dementia 2024;20(8):5450 View
- Chan G, Banire B, Anukem S, Imran M, Meena S, Nwagu C, Oyebode O, Alslaity A, Arya A, Orji R. Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future Research. International Journal of Human–Computer Interaction 2024:1 View
- Ariño-Mateo E, García-Carretero J, Alonso-Rodríguez I, Olmos-Raya E. Gamified Physical Exercise and Mental Health. Salud, Ciencia y Tecnología 2024;4:1063 View
- Zhao Z, Cheng M. A narrative review of social media interventions aimed at reducing food waste in tourism and hospitality. Current Issues in Tourism 2024:1 View
- Freyer O, Wrona K, de Snoeck Q, Hofmann M, Melvin T, Stratton-Powell A, Wicks P, Parks A, Gilbert S. The regulatory status of health apps that employ gamification. Scientific Reports 2024;14(1) View
- Alvarez‐Jimenez M, Nicholas J, Valentine L, Liu P, Mangelsdorf S, Baker S, Gilbertson T, O'Loughlin G, McEnery C, McGorry P, Gleeson J, Cross S. A national evaluation of a multi‐modal, blended, digital intervention integrated withinAustralianyouth mental health services. Acta Psychiatrica Scandinavica 2024 View
- Nishi S, Kavanagh M, Ramboanga K, Ayoub-Charette S, Modol S, Dias G, Kendall C, Sievenpiper J, Chiavaroli L. Effect of digital health applications with or without gamification on physical activity and cardiometabolic risk factors: a systematic review and meta-analysis of randomized controlled trials. eClinicalMedicine 2024;76:102798 View
- García-Pazo P, Fornés-Vives J, Abad A, Davis S. NoFumo+: Mobile Health App to Quit Smoking Using Cognitive‐Behavioral Therapy. Nursing Research and Practice 2024;2024(1) View
- Ehrler F, Gschwind Tran L, Hagberg H, Meyer P, Blondon K. Smart-Meds, a medication management app for patients after an acute coronary syndrome: A pilot pre-post study (Preprint). JMIR Cardio 2023 View
- Mojica M, Palos-Sanchez P, Cabanas E. Is there innovation management of emotions or just the commodification of happiness? A sentiment analysis of happiness apps. European Journal of Innovation Management 2024 View
- de Castro B, Levens S, Sullivan M, Shaw G. Recommender systems use in weight management mHealth interventions: A scoping review. Obesity Reviews 2024 View
- Barth V, Wanner T, Gelderie M, Schüle J. Is attacking more fun than defending? — Observations from Developing and Evaluating Practical Game Based Learning. Procedia Computer Science 2024;246:3148 View
- Yu T, Parry M, Yu T, Xu L, Wu Y, Zeng T, Leng X, Tong Q, Li F. Effectiveness of mobile health-based gamification interventions for improving physical activity in individuals with cardiovascular diseases: a systematic review and meta‐analysis of randomized controlled trials (Preprint). JMIR Serious Games 2024 View
- Nowbuth A, Parmar V. Escaping the ordinary: a review of escape rooms in medical and veterinary education. BMC Medical Education 2024;24(1) View
Books/Policy Documents
- Bychkov D, Young S. Big Data in Engineering Applications. View
- Rodrigues F, Baptista T, Boulos M. Encyclopedia of E-Health and Telemedicine. View
- Cook K, Brennan E, Gray C, Kennard T. Design, User Experience, and Usability: Interactive Experience Design. View
- Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. View
- Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. View
- Zurstiege G, Zipfel S, Ort A, Mack I, Meitz T, Schäffeler N. Informational Environments. View
- AlMarshedi A, Wanick V, Wills G, Ranchhod A. Gamification. View
- Karppinen M, Karppinen J, Halonen R. Advances in Computer Communication and Computational Sciences. View
- Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Gaming and Technology Addiction. View
- Uğur S, Şahin Y. Administrative Leadership in Open and Distance Learning Programs. View
- Schulz L, Spil A, de Vries S. Delivering Superior Health and Wellness Management with IoT and Analytics. View
- Souza-Júnior M, Queiroz L, Correia-Neto J, Vilar G. New Advances in Information Systems and Technologies. View
- Gavalas D, Kasapakis V, Dzardanova E. Encyclopedia of Computer Graphics and Games. View
- Ilhan A, Fietkiewicz K. Perspectives on Wearable Enhanced Learning (WELL). View
- King D, Rahman E, Potter A, van Teijlingen E. Proceedings of the Future Technologies Conference (FTC) 2018. View
- Balasubramanian G, Lee H, Poon K, Lim W, Yong W. Design, User Experience, and Usability: Theory, Methodology, and Management. View
- Drakopoulos G, Mylonas P, Sioutas S. GeNeDis 2018. View
- Sinha N. IoT in Healthcare and Ambient Assisted Living. View
- Blankenhagel K, Werner J, Mayer G, Schultz J, Zarnekow R. Wireless Mobile Communication and Healthcare. View
- Ofori M, El-Gayar O. Optimizing Health Monitoring Systems With Wireless Technology. View
- Mustafa A, Ali N, Dhillon J. Innovative Systems for Intelligent Health Informatics. View
- Ögel Aydın S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
- Yadav A. Marketing and Smart Technologies. View
- Schönbohm A, Walter J. Life Science Management. View
- Altuwayrib S, Win K, Freeman M. Persuasive Technology. View
- Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. View
- de Crignis A, Müller F. Assistive Technologien, technische Rehabilitation und Unterstützte Kommunikation. View
- Gavalas D, Kasapakis V, Dzardanova E. Encyclopedia of Computer Graphics and Games. View
- Saxena S, Joshi H. The Climate-Health-Sustainability Nexus. View
- Qiu Y, Tan T, Vun C, Shen Z. HCI in Games. View