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Citing this Article

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Published on 12.12.13 in Vol 1, No 1 (2013)

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

Works citing "Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3139):

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

  1. Floryan MR, Ritterband LM, Chow PI. Principles of gamification for Internet interventions. Translational Behavioral Medicine 2019;
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  3. Nah FF, Eschenbrenner B, Claybaugh CC, Koob PB. Gamification of Enterprise Systems. Systems 2019;7(1):13
    CrossRef
  4. Beck AL, Chitalia S, Rai V. Not so gameful: A critical review of gamification in mobile energy applications. Energy Research & Social Science 2019;51:32
    CrossRef
  5. Hendrie GA, 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
    CrossRef
  6. Araújo-Soares V, Hankonen N, Presseau J, Rodrigues A, Sniehotta FF. Developing Behavior Change Interventions for Self-Management in Chronic Illness. European Psychologist 2019;24(1):7
    CrossRef
  7. 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
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  8. Vooris R, Blaszka M, Purrington S. Understanding the wearable fitness tracker revolution. International Journal of the Sociology of Leisure 2019;
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  9. Brignone L, Edleson JL. 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;:1
    CrossRef
  10. Harris MA. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37
    CrossRef
  11. Lowensteyn I, Berberian V, Berger C, Da Costa D, Joseph L, Grover SA. 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;:089011711882316
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  12. 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
    CrossRef
  13. Karekla M, Kasinopoulos O, Neto DD, Ebert DD, Van Daele T, Nordgreen T, Höfer S, Oeverland S, Jensen KL. Best Practices and Recommendations for Digital Interventions to Improve Engagement and Adherence in Chronic Illness Sufferers. European Psychologist 2019;24(1):49
    CrossRef
  14. Lindqvist A, Rutberg S. One Step Forward: Development of a Program Promoting Active School Transportation. JMIR Research Protocols 2018;7(5):e123
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  15. 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
    CrossRef
  16. Mak WW, Tong AC, Yip SY, Lui WW, Chio FH, Chan AT, Wong CC. 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
    CrossRef
  17. Rodrigues AM, Sniehotta FF, Birch-Machin MA, 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
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  18. 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
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  19. Nour MM, Rouf AS, 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
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  20. 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
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  21. Ghenai A, Mejova Y. Fake Cures. Proceedings of the ACM on Human-Computer Interaction 2018;2(CSCW):1
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  22. 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;4:205520761774335
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  23. Edwards EA, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith JQ, Greenhill D, Griffiths CJ, Walton RT. Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games 2018;6(4):e10252
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  24. 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 2018;
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  25. 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 2018;:1
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  26. van de Weijer SC, Kuijf ML, de Vries NM, Bloem BR, Duits AA. Do-it-yourself gamified cognitive training: a viewpoint (Preprint). JMIR Serious Games 2018;
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  27. Kostenius C, Hallberg J, Lindqvist A. Gamification of health education. Health Education 2018;118(4):354
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  28. 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
    CrossRef
  29. Giunti G. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631
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  30. 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
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  31. Jang S, Kitchen PJ, 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
    CrossRef
  32. 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
    CrossRef
  33. 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
    CrossRef
  34. LeGrand S, Knudtson K, Benkeser D, Muessig K, Mcgee A, Sullivan PS, 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
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  35. Jessen S, Mirkovic J, Ruland CM. Creating Gameful Design in mHealth: A Participatory Co-Design Approach. JMIR mHealth and uHealth 2018;6(12):e11579
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  36. Roche CC, Wingo NP, Westfall AO, Azuero A, Dempsey DM, Willig JH. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458
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  37. Rouf AS, 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
    CrossRef
  38. 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
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  39. 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
    CrossRef
  40. . Gamification for physical activity behaviour change. Perspectives in Public Health 2018;138(6):309
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  41. Proyer RT, Gander F, Bertenshaw EJ, Brauer K. The Positive Relationships of Playfulness With Indicators of Health, Activity, and Physical Fitness. Frontiers in Psychology 2018;9
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  42. 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
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  43. 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
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  44. Farič N, Yorke E, Varnes L, Newby K, Potts HW, Smith L, Hon A, Steptoe A, Fisher A. Adolescents talk about physical activity, exergaming and virtual reality: a qualitative intervention development study (Preprint). JMIR Serious Games 2018;
    CrossRef
  45. Notebaert L, Grafton B, Clarke PJ, Rudaizky D, Chen NT, 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
    CrossRef
  46. Earle AM, LaBrie JW, Boyle SC, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71
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  47. Verschueren S, Buffel C, Vander Stichele G. Developing theory-driven evidence based Serious Games for Health: A Framework based on research community insights. (Preprint). JMIR Serious Games 2018;
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  48. Hanisch SE, Birner UW, 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
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  49. Hoppe CD, Cade JE, 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
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  50. 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
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  51. Holtz BE, Murray KM, Hershey DD, Dunneback JK, Cotten SR, Holmstrom AJ, Vyas A, Kaiser MK, Wood MA. 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
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  52. Knöll M, Roe JJ. Ten questions concerning a new adolescent health urbanism. Building and Environment 2017;126:496
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  53. 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
    CrossRef
  54. Boyle SC, Earle AM, LaBrie JW, Smith DJ. 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
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  55. Jennings CA, Berry TR, Carson V, Culos-Reed SN, Duncan MJ, Loitz CC, McCormack GR, McHugh TF, Spence JC, Vallance JK, Mummery WK. UWALK: the development of a multi-strategy, community-wide physical activity program. Translational Behavioral Medicine 2017;7(1):16
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  56. Bartlett YK, Webb TL, Hawley MS. 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
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  57. 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
    CrossRef
  58. Hightow-Weidman LB, Muessig KE, Bauermeister JA, LeGrand S, Fiellin LE. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501
    CrossRef
  59. Hammedi W, Leclerq T, Van Riel AC. The use of gamification mechanics to increase employee and user engagement in participative healthcare services. Journal of Service Management 2017;28(4):640
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  60. 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
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  61. Hoffmann A, Christmann CA, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13
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  62. Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8
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  63. Strand M, Gammon D, Ruland CM. 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)
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  64. Ferrara G, Kim J, Lin S, Hua J, Seto E. A Focused Review of Smartphone Diet-tracking Applications: Usability, Functionality, Coherence with Behavior Change Theory, and Accuracy of Nutrient Tracking (Preprint). JMIR mHealth and uHealth 2017;
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  65. Zachary WW, Michlig G, Kaplan A, Nguyen N, Quinn CC, Surkan PJ. 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
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  66. Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
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  67. Kouwenhoven-Pasmooij TA, Robroek SJ, Ling SW, van Rosmalen J, van Rossum EF, Burdorf A, Hunink MM. 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
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  68. Muessig KE, LeGrand S, Horvath KJ, Bauermeister JA, Hightow-Weidman LB. Recent mobile health interventions to support medication adherence among HIV-positive MSM. Current Opinion in HIV and AIDS 2017;12(5):432
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  69. 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)
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  70. Fadda M, Galimberti E, Fiordelli M, Romanò L, Zanetti A, Schulz PJ. 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
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  71. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7
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  72. 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
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  73. Comello MLG, Qian X, Deal AM, Ribisl KM, Linnan LA, Tate DF. Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program. Journal of Medical Internet Research 2016;18(9):e237
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  74. AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14
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  75. 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
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  76. Lumsden J, Edwards EA, Lawrence NS, Coyle D, Munafò MR. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy. JMIR Serious Games 2016;4(2):e11
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  77. Mummah SA, King AC, Gardner CD, 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)
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  78. 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
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  79. 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
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  80. 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
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  81. 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
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  82. Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin LE, Green CS, Kato PM, Lu AS, Maloney AE, Mellecker R, Morrill BA, Peng W, Shegog R, Simons M, Staiano AE, Thompson D, Young K. Games for Health for Children—Current Status and Needed Research. Games for Health Journal 2016;5(1):1
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  83. El-Hilly AA, Iqbal SS, Ahmed M, Sherwani Y, Muntasir M, Siddiqui S, Al-Fagih Z, Usmani O, Eisingerich AB. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study. JMIR Serious Games 2016;4(2):e18
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  84. 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
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  87. Cain J, Piascik P. Are Serious Games a Good Strategy for Pharmacy Education?. American Journal of Pharmaceutical Education 2015;79(4):47
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  88. Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15
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  89. Bush NE, Wheeler WM. Personal Technology Use by U.S. Military Service Members and Veterans: An Update. Telemedicine and e-Health 2015;21(4):245
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  90. Allam A, Kostova Z, Nakamoto K, Schulz PJ. 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
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  93. AlMarshedi A, Wills GB, Ranchhod A. The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia. Procedia Computer Science 2015;63:475
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According to Crossref, the following books are citing this article (DOI 10.2196/games.3139)

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  1. King D, Rahman E, Potter A, van Teijlingen E. Proceedings of the Future Technologies Conference (FTC) 2018. 2019. Chapter 84:1145
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  2. Bychkov D, Young SD. Big Data in Engineering Applications. 2018. Chapter 8:161
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  3. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. 2018. Chapter 4
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  4. Uğur S, Şahin YL. Administrative Leadership in Open and Distance Learning Programs. 2018. chapter 12:289
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  5. Zurstiege G, Zipfel S, Ort A, Mack I, Meitz TGK, Schäffeler N. Informational Environments. 2017. Chapter 5:97
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  6. AlMarshedi A, Wanick V, Wills GB, Ranchhod A. Gamification. 2017. Chapter 2:19
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  7. Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Gaming and Technology Addiction. 2017. chapter 12:230
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  8. Balasubramanian G, Lee H, Poon KW, Lim W, Yong WK. Design, User Experience, and Usability: Theory, Methodology, and Management. 2017. Chapter 1:3
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  9. Rodrigues FM, Baptista TM, Boulos MNK. Encyclopedia of E-Health and Telemedicine. 2016. chapter 42:544
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  10. Hanusová J, Štěpánková T, Tomanová J, Dočkalová S, Papežová H. Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. 2016. chapter 17:358
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