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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. Witzel T, Weatherburn P, Bourne A, Rodger A, Bonell C, Gafos M, Trevelion R, Speakman A, Lampe F, Ward D, Dunn D, Gabriel M, McCabe L, Harbottle J, Collaco Moraes Y, Michie S, Phillips A, McCormack S, Burns F. Exploring Mechanisms of Action: Using a Testing Typology to Understand Intervention Performance in an HIV Self-Testing RCT in England and Wales. International Journal of Environmental Research and Public Health 2020;17(2):466
    CrossRef
  2. Howard MC, Gutworth MB. A meta-analysis of virtual reality training programs for social skill development. Computers & Education 2020;144:103707
    CrossRef
  3. Sanchez DR, Langer M, Kaur R. Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education 2020;144:103666
    CrossRef
  4. 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
    CrossRef
  5. 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
    CrossRef
  6. 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
    CrossRef
  7. 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
    CrossRef
  8. 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
  9. Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717
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  10. Shahri A, Hosseini M, Taylor J, Stefanidis A, Phalp K, Ali R. Engineering digital motivation in businesses: a modelling and analysis framework. Requirements Engineering 2019;
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  11. Paldán K, Simanovski J, Ullrich G, Steinmetz M, Rammos C, Jánosi RA, Moebus S, Rassaf T, Lortz J. Feasibility and Clinical Relevance of a Mobile Intervention Using TrackPAD to Support Supervised Exercise Therapy in Patients With Peripheral Arterial Disease: Study Protocol for a Randomized Controlled Pilot Trial. JMIR Research Protocols 2019;8(6):e13651
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  12. 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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  13. 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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  14. Cotton V, Patel MS. Gamification Use and Design in Popular Health and Fitness Mobile Applications. American Journal of Health Promotion 2019;33(3):448
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  15. Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda AC, Sousa-Santos N, Caneiras C, Carriço L, Verdelho A, Santos O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics 2019;98:103287
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  16. 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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  17. Ramachandran V, Bashyam AM, Feldman SR. A new spin on improving adherence. Journal of Dermatological Treatment 2019;30(7):631
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  18. 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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  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 2019;127:51
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  20. D'Alfonso S, Phillips J, Valentine L, Gleeson J, Alvarez-Jimenez M. Moderated Online Social Therapy: Viewpoint on the Ethics and Design Principles of a Web-Based Therapy System. JMIR Mental Health 2019;6(12):e14866
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  21. 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
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  22. Corepal R, Best P, O’Neill R, Kee F, Badham J, Dunne L, Miller S, Connolly P, Cupples ME, van Sluijs EMF, Tully MA, Hunter RF. A feasibility study of ‘The StepSmart Challenge’ to promote physical activity in adolescents. Pilot and Feasibility Studies 2019;5(1)
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  23. 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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  24. 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
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  25. White B, Giglia RC, White JA, Dhaliwal S, Burns SK, Scott JA. Gamifying Breastfeeding for Fathers: Process Evaluation of the Milk Man Mobile App. JMIR Pediatrics and Parenting 2019;2(1):e12157
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  26. Salwen-Deremer JK, Khan AS, Martin SS, Holloway BM, Coughlin JW. Incorporating Health Behavior Theory into mHealth: an Examination of Weight Loss, Dietary, and Physical Activity Interventions. Journal of Technology in Behavioral Science 2019;
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  27. 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
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  28. 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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  29. Witzel TC, Gabriel MM, McCabe L, Weatherburn P, Gafos M, Speakman A, Pebody R, Burns FM, Bonell C, Lampe FC, Dunn DT, Ward D, Harbottle J, Phillips AN, McCormack S, Rodger AJ. Pilot phase of an internet-based RCT of HIVST targeting MSM and transgender people in England and Wales: advertising strategies and acceptability of the intervention. BMC Infectious Diseases 2019;19(1)
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  30. 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
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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 2019;22(5):682
    CrossRef
  32. Harris MA. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37
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  33. 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
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  34. 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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  36. 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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  37. 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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  38. 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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  39. 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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  40. 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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  41. 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
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  42. 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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  43. 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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  44. 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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  45. 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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  46. 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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  47. 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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  48. 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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  50. 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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  51. 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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  52. 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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  53. 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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  54. 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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  55. 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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  56. 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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  57. 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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  58. 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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  59. 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. 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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  61. Barratt P. Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling. Health & Place 2017;46:328
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  62. 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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  63. 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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  68. 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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