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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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  3. 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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  4. Dallinga J, Janssen M, van der Werf J, Walravens R, Vos S, Deutekom M. Analysis of the Features Important for the Effectiveness of Physical Activity–Related Apps for Recreational Sports: Expert Panel Approach. JMIR mHealth and uHealth 2018;6(6):e143
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  5. 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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  6. 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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  7. Fadda M, Galimberti E, Fiordelli M, Schulz PJ. Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach. JMIR mHealth and uHealth 2018;6(3):e59
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  8. Cotton V, Patel MS. Gamification Use and Design in Popular Health and Fitness Mobile Applications. American Journal of Health Promotion 2018;:089011711879039
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  9. Uechi H, Tan N, Honda Y. Effects of gamification-based intervention for promoting health behaviors. The Journal of Physical Fitness and Sports Medicine 2018;7(3):185
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  11. Giunti G, Guisado Fernández E, Dorronzoro Zubiete E, Rivera Romero O. Supply and Demand in mHealth Apps for Persons With Multiple Sclerosis: Systematic Search in App Stores and Scoping Literature Review. JMIR mHealth and uHealth 2018;6(5):e10512
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  12. 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
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  17. 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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  19. 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
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  20. 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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  23. 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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  24. Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
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  25. 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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  29. 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
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  31. Panchyrz I, Schwarz PEH. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42
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  33. 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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  34. Chen K, Zdorova M, Nathan-Roberts D. Implications of Wearables, Fitness Tracking Services, and Quantified Self on Healthcare. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2017;61(1):1066
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  35. 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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  36. Barratt P. Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling. Health & Place 2017;46:328
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  37. Kreitmair KV, Cho MK, Magnus DC. Consent and engagement, security, and authentic living using wearable and mobile health technology. Nature Biotechnology 2017;35(7):617
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  38. Buckley P, Doyle E. Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education 2017;106:43
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  39. Werner-Seidler A, O'Dea B, Shand F, Johnston L, Frayne A, Fogarty AS, Christensen H. A Smartphone App for Adolescents With Sleep Disturbance: Development of the Sleep Ninja. JMIR Mental Health 2017;4(3):e28
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  40. Meschede C, Knautz K. Gamification and Interdisciplinarity. International Journal of Information Communication Technologies and Human Development 2017;9(3):1
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  41. Crane D, Garnett C, Brown J, West R, Michie S. Factors Influencing Usability of a Smartphone App to Reduce Excessive Alcohol Consumption: Think Aloud and Interview Studies. Frontiers in Public Health 2017;5
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  42. Leinonen A, Pyky R, Ahola R, Kangas M, Siirtola P, Luoto T, Enwald H, Ikäheimo TM, Röning J, Keinänen-Kiukaanniemi S, Mäntysaari M, Korpelainen R, Jämsä T. Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO). JMIR mHealth and uHealth 2017;5(10):e146
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  43. 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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  44. Li T, Zhang J, Xue T, Wang B. Development of a Novel Motor Imagery Control Technique and Application in a Gaming Environment. Computational Intelligence and Neuroscience 2017;2017:1
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  45. Peddi SVB, Kuhad P, Yassine A, Pouladzadeh P, Shirmohammadi S, Shirehjini AAN. An intelligent cloud-based data processing broker for mobile e-health multimedia applications. Future Generation Computer Systems 2017;66:71
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  46. 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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  47. Pope L, Garnett B, Dibble M. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity. JMIR Research Protocols 2017;6(8):e161
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  48. 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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  49. Prieto JT, Jara JH, Alvis JP, Furlan LR, Murray CT, Garcia J, Benghozi P, Kaydos-Daniels SC. Will Participatory Syndromic Surveillance Work in Latin America? Piloting a Mobile Approach to Crowdsource Influenza-Like Illness Data in Guatemala. JMIR Public Health and Surveillance 2017;3(4):e87
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  50. 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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  51. Prabawa HW. A Review of Gamification in Technological Pedagogical Content Knowledge. Journal of Physics: Conference Series 2017;812:012019
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  52. Anderson K, Burford O, Emmerton L, van Ooijen PM. Mobile Health Apps to Facilitate Self-Care: A Qualitative Study of User Experiences. PLOS ONE 2016;11(5):e0156164
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  53. Stragier J, Vanden Abeele M, Mechant P, De Marez L. Understanding persistence in the use of Online Fitness Communities: Comparing novice and experienced users. Computers in Human Behavior 2016;64:34
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  54. Grundy QH, Wang Z, Bero LA. Challenges in Assessing Mobile Health App Quality. American Journal of Preventive Medicine 2016;51(6):1051
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  55. White BK, Martin A, White JA, Burns SK, Maycock BR, Giglia RC, Scott JA. Theory-Based Design and Development of a Socially Connected, Gamified Mobile App for Men About Breastfeeding (Milk Man). JMIR mHealth and uHealth 2016;4(2):e81
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  56. Teo W, Muthalib M, Yamin S, Hendy AM, Bramstedt K, Kotsopoulos E, Perrey S, Ayaz H. Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? – A Narrative Review of the Literature. Frontiers in Human Neuroscience 2016;10
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  57. Lewis ZH, Swartz MC, Lyons EJ. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal 2016;5(2):93
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  58. Lipczynska S. The health apps on your smart phone: science or snake oil?. Journal of Mental Health 2016;25(5):385
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  59. Wollmann T, Abtahi F, Eghdam A, Seoane F, Lindecrantz K, Haag M, Koch S. User-Centred Design and Usability Evaluation of a Heart Rate Variability Biofeedback Game. IEEE Access 2016;4:5531
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  60. Ubhi HK, Kotz D, Michie S, van Schayck OC, Sheard D, Selladurai A, West R. Comparative analysis of smoking cessation smartphone applications available in 2012 versus 2014. Addictive Behaviors 2016;58:175
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  61. Hartzler AL, BlueSpruce J, Catz SL, McClure JB. Prioritizing the mHealth Design Space: A Mixed-Methods Analysis of Smokers’ Perspectives. JMIR mHealth and uHealth 2016;4(3):e95
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  62. Helf C, Hlavacs H. Apps for life change: Critical review and solution directions. Entertainment Computing 2016;14:17
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  63. 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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  64. Montero-Alía P, Muñoz-Ortiz L, Jiménez-González M, Benedicto-Pañell C, Altimir-Losada S, López-Colomer Y, Prat-Rovira J, Amargant-Rubio JF, Jastes SM, Moreno-Buitrago A, Rodríguez-Pérez MC, Teixidó-Vargas C, Albarrán-Sánchez JL, Candel-Gil A, Serra-Serra D, Martí-Cervantes JJ, Sánchez-Pérez CA, Sañudo-Blanco L, Dolader-Olivé S, Torán-Monserrat P. Study protocol of a randomized clinical trial evaluating the effectiveness of a primary care intervention using the Nintendo™ Wii console to improve balance and decrease falls in the elderly. BMC Geriatrics 2016;16(1)
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  65. Goyal S, Morita P, Lewis GF, Yu C, Seto E, Cafazzo JA. The Systematic Design of a Behavioural Mobile Health Application for the Self-Management of Type 2 Diabetes. Canadian Journal of Diabetes 2016;40(1):95
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According to Crossref, the following books are citing this article (DOI 10.2196/games.3413)

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  1. Christmann CA, Zolynski G, Hoffmann A, Bleser G. Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). 2019. Chapter 17:121
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  2. Cacho-Elizondo S, Shahidi N, Tossan V. Handbook of Research on the Evolution of IT and the Rise of E-Society. 2019. chapter 21:455
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  3. Mishra SP, Kulshreshtha D, Srivastava AK, Gandhi AK, Rastogi M. Application of Gaming in New Media Marketing. 2019. chapter 15:244
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  4. Rivas H. Digital Health. 2018. Chapter 1:1
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  5. Chen H. mHealth Innovation in Asia. 2018. Chapter 7:109
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  6. Zeng L, Almquist ZW, Spiro ES. Social Computing and Social Media. Technologies and Analytics. 2018. Chapter 10:137
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  7. Ning B. Design, User Experience, and Usability: Theory and Practice. 2018. Chapter 9:112
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  8. Reimer U, Maier E, Ulmer T. Information and Communication Technologies for Ageing Well and e-Health. 2017. Chapter 8:119
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  9. Sacramento I, Wanick V. Mobile e-Health. 2017. Chapter 3:39
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  10. Lim AK. Health 4.0: How Virtualization and Big Data are Revolutionizing Healthcare. 2017. Chapter 7:125
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  11. Wojdynski BW. Emerging Research and Trends in Gamification. 2016. chapter 14:329
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  12. Cai F, Dai G, Han T. Design, User Experience, and Usability: Novel User Experiences. 2016. Chapter 23:240
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  13. Pereira AS, Moreira AA, Chaló P, Sancho L, Varela A, Oliveira C. Handbook of Research on Mobile Devices and Applications in Higher Education Settings. 2016. chapter 1:1
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  14. Dutz T, Garcia A, Hardy S, Göbel S, Steinmetz R. Distributed, Ambient and Pervasive Interactions. 2016. Chapter 23:245
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  15. Smeddinck JD. Entertainment Computing and Serious Games. 2016. Chapter 10:212
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  16. Childhood Obesity. 2016. :431
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  17. Zhao Z, Ali Etemad S, Arya A, Whitehead A. Design, User Experience, and Usability: Novel User Experiences. 2016. Chapter 32:333
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