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Citing this Article

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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)

  1. Buckley P, Noonan S, Geary C, Mackessy T, Nagle E. An Empirical Study of Gamification Frameworks. Journal of Organizational and End User Computing 2019;31(1):22
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  3. Blackler A, Desai S, Swann L, Chamorro-Koc M, Moyle G, Stephens M. Using technology to enhance and encourage dance-based exercise. Heliyon 2019;5(3):e01241
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  4. Ernsting C, Stühmann LM, Dombrowski SU, Voigt-Antons J, Kuhlmey A, Gellert P. Associations of Health App Use and Perceived Effectiveness in People With Cardiovascular Diseases and Diabetes: Population-Based Survey. JMIR mHealth and uHealth 2019;7(3):e12179
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  5. Garnett C, Crane D, West R, Brown J, Michie S. The development of Drink Less: an alcohol reduction smartphone app for excessive drinkers. Translational Behavioral Medicine 2019;9(2):296
    CrossRef
  6. 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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  7. Cotton V, Patel MS. Gamification Use and Design in Popular Health and Fitness Mobile Applications. American Journal of Health Promotion 2019;33(3):448
    CrossRef
  8. 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
  9. Harris MA. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37
    CrossRef
  10. Eley CV, Young VL, Hayes CV, Verlander NQ, McNulty CAM. Young People’s Knowledge of Antibiotics and Vaccinations and Increasing This Knowledge Through Gaming: Mixed-Methods Study Using e-Bug. JMIR Serious Games 2019;7(1):e10915
    CrossRef
  11. 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
    CrossRef
  12. Mo D, Xiang M, Luo M, Dong Y, Fang Y, Zhang S, Zhang Z, Liang H. Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. International Journal of Environmental Research and Public Health 2019;16(5):858
    CrossRef
  13. Ruiz-López T, Sen S, Jakobsen E, Tropé A, Castle PE, Hansen BT, Nygård M. FightHPV: Design and Evaluation of a Mobile Game to Raise Awareness About Human Papillomavirus and Nudge People to Take Action Against Cervical Cancer. JMIR Serious Games 2019;7(2):e8540
    CrossRef
  14. Bock BC, Dunsiger SI, Ciccolo JT, Serber ER, Wu W, Tilkemeier P, Walaska KA, Marcus BH. Exercise Videogames, Physical Activity, and Health: Wii Heart Fitness: A Randomized Clinical Trial. American Journal of Preventive Medicine 2019;56(4):501
    CrossRef
  15. 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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  16. 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. 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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  18. 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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  19. Landers RN, Collmus AB, Williams H. The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance. International Journal of Human-Computer Studies 2018;
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  20. 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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  21. McBain T, Weston M, Crawshaw P, Haighton C, Spears I. Development of an Exergame to Deliver a Sustained Dose of High-Intensity Training: Formative Pilot Randomized Trial. JMIR Serious Games 2018;6(1):e4
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  22. Hebebci MT, Usta E. Teacher Opinions on the Use of Digital Badges in Educational Environments. Turkish Journal of Computer and Mathematics Education (TURCOMAT) 2018;
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  23. Burgess J, Watt K, Kimble RM, Cameron CM. Combining Technology and Research to Prevent Scald Injuries (the Cool Runnings Intervention): Randomized Controlled Trial. Journal of Medical Internet Research 2018;20(10):e10361
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  24. 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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  25. 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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  26. 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
  27. Struik LL, Bottorff JL, Baskerville NB, Oliffe JL. The Crush the Crave Quit Smoking App and Young Adult Smokers: Qualitative Case Study of Affordances. JMIR mHealth and uHealth 2018;6(6):e134
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  28. Nam SH, Lee JY, Kim JY. Biological-Signal-Based User-Interface System for Virtual-Reality Applications for Healthcare. Journal of Sensors 2018;2018:1
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  29. 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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  30. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802
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  31. 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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  32. 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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  33. 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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  34. Kazemi DM, Borsari B, Levine MJ, Lamberson KA, Dooley B. REMIT: Development of a mHealth theory-based intervention to decrease heavy episodic drinking among college students. Addiction Research & Theory 2018;26(5):377
    CrossRef
  35. 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
    CrossRef
  36. Hege I, Dietl A, Kiesewetter J, Schelling J, Kiesewetter I. How to tell a patient’s story? Influence of the case narrative design on the clinical reasoning process in virtual patients. Medical Teacher 2018;40(7):736
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  37. Pinder C, Vermeulen J, Cowan BR, Beale R. Digital Behaviour Change Interventions to Break and Form Habits. ACM Transactions on Computer-Human Interaction 2018;25(3):1
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  38. 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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  39. 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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  40. 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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  41. 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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  42. Barratt P. Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling. Health & Place 2017;46:328
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  43. 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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  44. Fanning J, Roberts S, Hillman CH, Mullen SP, Ritterband L, McAuley E. A smartphone “app”-delivered randomized factorial trial targeting physical activity in adults. Journal of Behavioral Medicine 2017;40(5):712
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  45. 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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  46. Cooper V, Clatworthy J, Whetham J, Consortium E. mHealth Interventions To Support Self-Management In HIV: A Systematic Review. The Open AIDS Journal 2017;11(1):119
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  47. Panchyrz I, Schwarz PEH. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42
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  48. 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
  49. Chung AE, Skinner AC, Hasty SE, Perrin EM. Tweeting to Health. Clinical Pediatrics 2017;56(1):26
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  50. 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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  51. 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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  52. Prabawa HW. A Review of Gamification in Technological Pedagogical Content Knowledge. Journal of Physics: Conference Series 2017;812:012019
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  53. 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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  54. 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
    CrossRef
  55. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7
    CrossRef
  56. 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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  57. 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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  58. 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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  59. 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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  60. Braido F, Baiardini I, Puggioni F, Garuti S, Pawankar R, Walter Canonica G. Rhinitis. Current Opinion in Allergy and Clinical Immunology 2017;17(1):23
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  61. Meschede C, Knautz K. Gamification and Interdisciplinarity. International Journal of Information Communication Technologies and Human Development 2017;9(3):1
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  62. 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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  63. 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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  64. 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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  65. 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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  66. 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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  67. 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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  68. 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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  69. 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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  70. 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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  71. 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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  72. 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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  73. 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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  75. 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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  3. Fiorucci A, Pinnelli S. Ambient Assisted Living. 2019. Chapter 26:321
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  4. 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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  5. 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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  6. Wojdynski BW. Journalism and Ethics. 2019. chapter 36:667
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  7. Zeng L, Almquist ZW, Spiro ES. Social Computing and Social Media. Technologies and Analytics. 2018. Chapter 10:137
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  8. Rivas H. Digital Health. 2018. Chapter 1:1
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  9. Ning B. Design, User Experience, and Usability: Theory and Practice. 2018. Chapter 9:112
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  10. Chen H. mHealth Innovation in Asia. 2018. Chapter 7:109
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