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Published on 04.08.14 in Vol 2, No 2 (2014): Jul-Dec

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

Works citing "Just a Fad? Gamification in Health and Fitness Apps"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3413):

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

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  2. Lupton D. The thing-power of the human-app health assemblage: thinking with vital materialism. Social Theory & Health 2019;17(2):125
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  5. Nour M, Chen J, Allman-Farinelli M. Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study. JMIR Formative Research 2019;3(2):e13324
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  6. Sanchez DR, Langer M, Kaur R. Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education 2019;:103666
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  11. Triantoro T, Gopal R, Benbunan-Fich R, Lang G. Would you like to play? A comparison of a gamified survey with a traditional online survey method. International Journal of Information Management 2019;49:242
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  14. 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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  15. Priesterroth L, Grammes J, Holtz K, Reinwarth A, Kubiak T. Gamification and Behavior Change Techniques in Diabetes Self-Management Apps. Journal of Diabetes Science and Technology 2019;13(5):954
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  17. Lee BC. The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations. Sustainability 2019;11(11):3002
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  22. Brew-Sam N, Chib A. How Do Smart Device Apps for Diabetes Self-Management Correspond with Theoretical Indicators of Empowerment? An Analysis of App Features. International Journal of Technology Assessment in Health Care 2019;35(2):150
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  24. Azhari NN, Abdul Manaf R, Ng SW, Shakeeb Arsalaan Bajunid SFB, Mohd Gobil AR, Saad WZ, Amin Nordin S. Gamification, a Successful Method to Foster Leptospirosis Knowledge among University Students: A Pilot Study. International Journal of Environmental Research and Public Health 2019;16(12):2108
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  35. Pope L, Garnett B, Dibble M. Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth. Games for Health Journal 2018;7(2):136
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  40. 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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  44. Giunti G, Kool J, Rivera Romero O, Dorronzoro Zubiete E. Exploring the Specific Needs of Persons with Multiple Sclerosis for mHealth Solutions for Physical Activity: Mixed-Methods Study. JMIR mHealth and uHealth 2018;6(2):e37
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  45. 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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  46. Tu R, Hsieh P, Feng W. Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities. Sport Management Review 2018;
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  55. Lee HE, Cho J. What Motivates Users to Continue Using Diet and Fitness Apps? Application of the Uses and Gratifications Approach. Health Communication 2017;32(12):1445
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  60. Panchyrz I, Schwarz PEH. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42
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  66. Edney S, Plotnikoff R, Vandelanotte C, Olds T, De Bourdeaudhuij I, Ryan J, Maher C. “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol. BMC Public Health 2017;17(1)
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According to Crossref, the following books are citing this article (DOI 10.2196/games.3413)

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