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Published on 08.08.14 in Vol 2, No 2 (2014): Jul-Dec

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

Works citing "Diabetes Island: Preliminary Impact of a Virtual World Self-Care Educational Intervention for African Americans With Type 2 Diabetes"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3260):

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

  1. Jang M, Johnson CM, D’Eramo-Melkus G, Vorderstrasse AA. Participation of Racial and Ethnic Minorities in Technology-Based Interventions to Self-Manage Type 2 Diabetes: A Scoping Review. Journal of Transcultural Nursing 2018;29(3):292
    CrossRef
  2. Dumas A, Lapointe A, Desroches S. Users, Uses, and Effects of Social Media in Dietetic Practice: Scoping Review of the Quantitative and Qualitative Evidence. Journal of Medical Internet Research 2018;20(2):e55
    CrossRef
  3. Baranowski T, Ryan C, Hoyos-Cespedes A, Lu AS. Nutrition Education and Dietary Behavior Change Games: A Scoping Review. Games for Health Journal 2018;
    CrossRef
  4. Brewer LC, Kaihoi B, Schaepe K, Zarling K, Squires RW, Thomas RJ, Kopecky S. Patient-perceived acceptability of a virtual world-based cardiac rehabilitation program. DIGITAL HEALTH 2017;3:205520761770554
    CrossRef
  5. Alvarado MM, Kum H, Gonzalez Coronado K, Foster MJ, Ortega P, Lawley MA. Barriers to Remote Health Interventions for Type 2 Diabetes: A Systematic Review and Proposed Classification Scheme. Journal of Medical Internet Research 2017;19(2):e28
    CrossRef
  6. 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
    CrossRef
  7. Behm-Morawitz E, Lewallen J, Choi G. A Second Chance at Health: How a 3D Virtual World Can Improve Health Self-Efficacy for Weight Loss Management Among Adults. Cyberpsychology, Behavior, and Social Networking 2016;19(2):74
    CrossRef
  8. Watson B, Robinson DH, Harker L, Arriola KRJ. The Inclusion of African-American Study Participants in Web-Based Research Studies: Viewpoint. Journal of Medical Internet Research 2016;18(6):e168
    CrossRef
  9. Cook N, Winkler SL. Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study. JMIR Research Protocols 2016;5(2):e81
    CrossRef
  10. Lazem S, Webster M, Holmes W, Wolf M. Games and Diabetes. Journal of Diabetes Science and Technology 2016;10(2):447
    CrossRef
  11. Montanaro E, Fiellin LE, Fakhouri T, Kyriakides TC, Duncan LR. Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery. Journal of Medical Internet Research 2015;17(10):e245
    CrossRef
  12. Ancker JS, Witteman HO, Hafeez B, Provencher T, Van de Graaf M, Wei E. “You Get Reminded You’re a Sick Person”: Personal Data Tracking and Patients With Multiple Chronic Conditions. Journal of Medical Internet Research 2015;17(8):e202
    CrossRef
  13. Theng Y, Lee JW, Patinadan PV, Foo SS. The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence. Games for Health Journal 2015;4(5):352
    CrossRef