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

Just a Fad? Gamification in Health and Fitness Apps

Just a Fad? Gamification in Health and Fitness Apps

Just a Fad? Gamification in Health and Fitness Apps

Journals

  1. Paldán K, Simanovski J, Ullrich G, Steinmetz M, Rammos C, Jánosi R, 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 View
  2. Chen J, Cade J, Allman-Farinelli M. The Most Popular Smartphone Apps for Weight Loss: A Quality Assessment. JMIR mHealth and uHealth 2015;3(4):e104 View
  3. Meschede C, Knautz K. Gamification and Interdisciplinarity. International Journal of Information Communication Technologies and Human Development 2017;9(3):1 View
  4. White B, Giglia R, White J, Dhaliwal S, Burns S, Scott J. Gamifying Breastfeeding for Fathers: Process Evaluation of the Milk Man Mobile App. JMIR Pediatrics and Parenting 2019;2(1):e12157 View
  5. Salwen-Deremer J, Khan A, Martin S, Holloway B, Coughlin J. Incorporating Health Behavior Theory into mHealth: an Examination of Weight Loss, Dietary, and Physical Activity Interventions. Journal of Technology in Behavioral Science 2020;5(1):51 View
  6. Nam S, Lee J, Kim J. Biological-Signal-Based User-Interface System for Virtual-Reality Applications for Healthcare. Journal of Sensors 2018;2018:1 View
  7. Villalobos-Zúñiga G, Cherubini M. Apps That Motivate: a Taxonomy of App Features Based on Self-Determination Theory. International Journal of Human-Computer Studies 2020;140:102449 View
  8. Militello L, Hanna N, Nigg C. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679 View
  9. Witzel T, Gabriel M, McCabe L, Weatherburn P, Gafos M, Speakman A, Pebody R, Burns F, Bonell C, Lampe F, Dunn D, Ward D, Harbottle J, Phillips A, McCormack S, Rodger A. 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) View
  10. Sebestyen N, Sulatycky R, Rondos S, Davis S. Prendre le virage des partenariats. Healthcare Management Forum 2015;28(6_suppl):S19 View
  11. Peddi S, Kuhad P, Yassine A, Pouladzadeh P, Shirmohammadi S, Shirehjini A. An intelligent cloud-based data processing broker for mobile e-health multimedia applications. Future Generation Computer Systems 2017;66:71 View
  12. Bartlett Y, Webb T, Hawley M. 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 View
  13. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802 View
  14. 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 View
  15. Teo W, Muthalib M, Yamin S, Hendy A, 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 View
  16. Montagni I, Mabchour I, Tzourio C. Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review. JMIR Serious Games 2020;8(2):e16983 View
  17. Cheng V, Davenport T, Johnson D, Vella K, Mitchell J, Hickie I. 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 View
  18. White B, Martin A, White J, Burns S, Maycock B, Giglia R, Scott J. 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 View
  19. Fijačko N, Gosak L, Cilar L, Novšak A, Creber R, Skok P, Štiglic G. The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps. JMIR mHealth and uHealth 2020;8(7):e16365 View
  20. Monteiro-Guerra F, Rivera-Romero O, Fernandez-Luque L, Caulfield B. Personalization in Real-Time Physical Activity Coaching Using Mobile Applications: A Scoping Review. IEEE Journal of Biomedical and Health Informatics 2020;24(6):1738 View
  21. Grundy Q, Wang Z, Bero L. Challenges in Assessing Mobile Health App Quality. American Journal of Preventive Medicine 2016;51(6):1051 View
  22. Prabawa H. A Review of Gamification in Technological Pedagogical Content Knowledge. Journal of Physics: Conference Series 2017;812:012019 View
  23. Hoffmann A, Christmann C, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13 View
  24. 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 View
  25. Ubhi H, Kotz D, Michie S, van Schayck O, Sheard D, Selladurai A, West R. Comparative analysis of smoking cessation smartphone applications available in 2012 versus 2014. Addictive Behaviors 2016;58:175 View
  26. Prieto J, Jara J, Alvis J, Furlan L, Murray C, Garcia J, Benghozi P, Kaydos-Daniels S. 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 View
  27. 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 View
  28. 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 View
  29. Dedov V, Dedova I. Automated Management of Exercise Intervention at the Point of Care: Application of a Web-Based Leg Training System. JMIR Rehabilitation and Assistive Technologies 2015;2(2):e11 View
  30. 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 View
  31. Pinder C, Vermeulen J, Cowan B, Beale R. Digital Behaviour Change Interventions to Break and Form Habits. ACM Transactions on Computer-Human Interaction 2018;25(3):1 View
  32. Hartzler A, BlueSpruce J, Catz S, McClure J. Prioritizing the mHealth Design Space: A Mixed-Methods Analysis of Smokers’ Perspectives. JMIR mHealth and uHealth 2016;4(3):e95 View
  33. Baptista S, Wadley G, Bird D, Oldenburg B, Speight J. User Experiences With a Type 2 Diabetes Coaching App: Qualitative Study. JMIR Diabetes 2020;5(3):e16692 View
  34. Alsaleh N, Alnanih R. Gamification-based Behavioral Change in Children with Diabetes Mellitus. Procedia Computer Science 2020;170:442 View
  35. 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 View
  36. Goyal S, Morita P, Lewis G, Yu C, Seto E, Cafazzo J. 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 View
  37. 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 View
  38. Pasquier P, Mérat S, Malgras B, Petit L, Queran X, Bay C, Boutonnet M, Jault P, Ausset S, Auroy Y, Perez J, Tesnière A, Pons F, Mignon A. A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment. JMIR Serious Games 2016;4(1):e5 View
  39. 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 View
  40. Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89 View
  41. White B, White J, Giglia R, Tawia S. Feed Safe: a multidisciplinary partnership approach results in a successful mobile application for breastfeeding mothers. Health Promotion Journal of Australia 2016;27(2):111 View
  42. Sardi L, Idri A, Fernández-Alemán J. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31 View
  43. 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 View
  44. Cotton V, Patel M. Gamification Use and Design in Popular Health and Fitness Mobile Applications. American Journal of Health Promotion 2019;33(3):448 View
  45. Fadda M, Galimberti E, Fiordelli M, Schulz P. 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 View
  46. Lindqvist A, Rutberg S. One Step Forward: Development of a Program Promoting Active School Transportation. JMIR Research Protocols 2018;7(5):e123 View
  47. Lupton D. The thing-power of the human-app health assemblage: thinking with vital materialism. Social Theory & Health 2019;17(2):125 View
  48. Androutsou T, Kouris I, Anastasiou A, Pavlopoulos S, Mostajeran F, Bamiou D, Genna G, Costafreda S, Koutsouris D. A Smartphone Application Designed to Engage the Elderly in Home-Based Rehabilitation. Frontiers in Digital Health 2020;2 View
  49. Ramachandran V, Bashyam A, Feldman S. A new spin on improving adherence. Journal of Dermatological Treatment 2019;30(7):631 View
  50. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7 View
  51. Giunti G. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631 View
  52. Anderson K, Burford O, Emmerton L. App Chronic Disease Checklist: Protocol to Evaluate Mobile Apps for Chronic Disease Self-Management. JMIR Research Protocols 2016;5(4):e204 View
  53. 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 View
  54. Leinonen A, Pyky R, Ahola R, Kangas M, Siirtola P, Luoto T, Enwald H, Ikäheimo T, 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 View
  55. Feng W, Tu R, Hsieh P. Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements. Journal of Retailing and Consumer Services 2020;57:102229 View
  56. 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 View
  57. Aldenaini N, Alqahtani F, Orji R, Sampalli S. Trends in Persuasive Technologies for Physical Activity and Sedentary Behavior: A Systematic Review. Frontiers in Artificial Intelligence 2020;3 View
  58. Corepal R, Best P, O’Neill R, Kee F, Badham J, Dunne L, Miller S, Connolly P, Cupples M, van Sluijs E, Tully M, Hunter R. A feasibility study of ‘The StepSmart Challenge’ to promote physical activity in adolescents. Pilot and Feasibility Studies 2019;5(1) View
  59. Landers R, Collmus A, 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 View
  60. 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 View
  61. Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez J, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187 View
  62. Werner-Seidler A, O'Dea B, Shand F, Johnston L, Frayne A, Fogarty A, Christensen H. A Smartphone App for Adolescents With Sleep Disturbance: Development of the Sleep Ninja. JMIR Mental Health 2017;4(3):e28 View
  63. 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 View
  64. Braido F, Baiardini I, Puggioni F, Garuti S, Pawankar R, Walter Canonica G. Rhinitis: adherence to treatment and new technologies. Current Opinion in Allergy & Clinical Immunology 2017;17(1):23 View
  65. Nicklas J, Leiferman J, Lockhart S, Daly K, Bull S, Barbour L. Development and Modification of a Mobile Health Program to Promote Postpartum Weight Loss in Women at Elevated Risk for Cardiometabolic Disease: Single-Arm Pilot Study. JMIR Formative Research 2020;4(4):e16151 View
  66. Montero-Alía P, Muñoz-Ortiz L, Jiménez-González M, Benedicto-Pañell C, Altimir-Losada S, López-Colomer Y, Prat-Rovira J, Amargant-Rubio J, Jastes S, Moreno-Buitrago A, Rodríguez-Pérez M, Teixidó-Vargas C, Albarrán-Sánchez J, Candel-Gil A, Serra-Serra D, Martí-Cervantes J, Sánchez-Pérez C, 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) View
  67. 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 View
  68. Payne H, Moxley V, MacDonald E. Health Behavior Theory in Physical Activity Game Apps: A Content Analysis. JMIR Serious Games 2015;3(2):e4 View
  69. Patel N. Modern Technology and Its Use as Storytelling Communication Strategy in Public Health. MOJ Public Health 2017;6(3) View
  70. Sanchez D, Langer M, Kaur R. Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education 2020;144:103666 View
  71. Giovanelli A, Ozer E, Dahl R. Leveraging Technology to Improve Health in Adolescence: A Developmental Science Perspective. Journal of Adolescent Health 2020;67(2):S7 View
  72. AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14 View
  73. Chung A, Skinner A, Hasty S, Perrin E. Tweeting to Health. Clinical Pediatrics 2017;56(1):26 View
  74. Triantoro T, Gopal R, Benbunan-Fich R, Lang G. Personality and games: enhancing online surveys through gamification. Information Technology and Management 2020;21(3):169 View
  75. Granado-Font E, Flores-Mateo G, Sorlí-Aguilar M, Montaña-Carreras X, Ferre-Grau C, Barrera-Uriarte M, Oriol-Colominas E, Rey-Reñones C, Caules I, Satué-Gracia E. Effectiveness of a Smartphone application and wearable device for weight loss in overweight or obese primary care patients: protocol for a randomised controlled trial. BMC Public Health 2015;15(1) View
  76. Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda A, 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 View
  77. 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 View
  78. 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 View
  79. Van Dijck J, Poell T. Understanding the promises and premises of online health platforms. Big Data & Society 2016;3(1):205395171665417 View
  80. Sola D, Couturier J, Voyer B. Unlocking patient activation in chronic disease care. British Journal of Healthcare Management 2015;21(5):220 View
  81. Burgess J, Watt K, Kimble R, Cameron C. Combining Technology and Research to Prevent Scald Injuries (the Cool Runnings Intervention): Randomized Controlled Trial. Journal of Medical Internet Research 2018;20(10):e10361 View
  82. Trampleasure O, Jawad A, Buckle V, Ahmed S. Technology in health: wearables, augmented reality and virtual reality. The Bulletin of the Royal College of Surgeons of England 2015;97(10):435 View
  83. 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 View
  84. 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 View
  85. 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) View
  86. 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 View
  87. Shahri A, Hosseini M, Taylor J, Stefanidis A, Phalp K, Ali R. Engineering digital motivation in businesses: a modelling and analysis framework. Requirements Engineering 2020;25(2):153 View
  88. Cheng V, Davenport T, Johnson D, Vella K, Hickie I. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717 View
  89. Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin L, Green C, Kato P, Lu A, Maloney A, Mellecker R, Morrill B, Peng W, Shegog R, Simons M, Staiano A, Thompson D, Young K. Games for Health for Children—Current Status and Needed Research. Games for Health Journal 2016;5(1):1 View
  90. 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 View
  91. Meixner C, Baumann H, Wollesen B. Personality Traits, Gamification and Features to Develop an App to Reduce Physical Inactivity. Information 2020;11(7):367 View
  92. Schmidt-Kraepelin M, Toussaint P, Thiebes S, Hamari J, Sunyaev A. Archetypes of Gamification: Analysis of mHealth Apps. JMIR mHealth and uHealth 2020;8(10):e19280 View
  93. 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 View
  94. Monteiro-Guerra F, Signorelli G, Rivera-Romero O, Dorronzoro-Zubiete E, Caulfield B. Breast Cancer Survivors’ Perspectives on Motivational and Personalization Strategies in Mobile App–Based Physical Activity Coaching Interventions: Qualitative Study. JMIR mHealth and uHealth 2020;8(9):e18867 View
  95. 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 View
  96. Brinson N, Rutherford D. Privacy and the quantified self: A review of U.S. health information policy limitations related to wearable technologies. Journal of Consumer Affairs 2020;54(4):1355 View
  97. Lee H, 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 View
  98. Howard M, Gutworth M. A meta-analysis of virtual reality training programs for social skill development. Computers & Education 2020;144:103707 View
  99. Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15 View
  100. Ernsting C, Stühmann L, Dombrowski S, 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 View
  101. Barratt P. Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling. Health & Place 2017;46:328 View
  102. 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 View
  103. Hebebci M, Usta E. Teacher Opinions on the Use of Digital Badges in Educational Environments. Turkish Journal of Computer and Mathematics Education (TURCOMAT) 2018 View
  104. 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 View
  105. Helf C, Hlavacs H. Apps for life change: Critical review and solution directions. Entertainment Computing 2016;14:17 View
  106. Hydari M, Adjerid I, Striegel A. Health Wearables, Gamification, and Healthful Activity. SSRN Electronic Journal 2019 View
  107. Panchyrz I, Schwarz P. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42 View
  108. Lee B. The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations. Sustainability 2019;11(11):3002 View
  109. 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 View
  110. 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 View
  111. Yang Y, Koenigstorfer J. Determinants of physical activity maintenance during the Covid-19 pandemic: a focus on fitness apps. Translational Behavioral Medicine 2020;10(4):835 View
  112. Anderson K, Burford O, Emmerton L, van Ooijen P. Mobile Health Apps to Facilitate Self-Care: A Qualitative Study of User Experiences. PLOS ONE 2016;11(5):e0156164 View
  113. Kreitmair K, Cho M, Magnus D. Consent and engagement, security, and authentic living using wearable and mobile health technology. Nature Biotechnology 2017;35(7):617 View
  114. 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 View
  115. Beck A, Chitalia S, Rai V. Not so gameful: A critical review of gamification in mobile energy applications. Energy Research & Social Science 2019;51:32 View
  116. Li M, Chau P, Ge L. Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system. Internet Research 2020;31(1):11 View
  117. Harris M. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37 View
  118. Struik L, Bottorff J, Baskerville N, Oliffe J. The Crush the Crave Quit Smoking App and Young Adult Smokers: Qualitative Case Study of Affordances. JMIR mHealth and uHealth 2018;6(6):e134 View
  119. Payne H, Lister C, West J, Bernhardt J. Behavioral Functionality of Mobile Apps in Health Interventions: A Systematic Review of the Literature. JMIR mHealth and uHealth 2015;3(1):e20 View
  120. 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 View
  121. Eley C, Young V, Hayes C, Verlander N, McNulty C. 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 View
  122. Azhari N, Abdul Manaf R, Ng S, Shakeeb Arsalaan Bajunid S, Mohd Gobil A, Saad W, 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 View
  123. Kazemi D, Borsari B, Levine M, Lamberson K, 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 View
  124. 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 View
  125. Rajani N, Weth D, Mastellos N, Filippidis F. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883 View
  126. Ruiz-López T, Sen S, Jakobsen E, Tropé A, Castle P, Hansen B, 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 View
  127. Lewis Z, Swartz M, Lyons E. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal 2016;5(2):93 View
  128. Lipczynska S. The health apps on your smart phone: science or snake oil?. Journal of Mental Health 2016;25(5):385 View
  129. Bock B, Dunsiger S, Ciccolo J, Serber E, Wu W, Tilkemeier P, Walaska K, Marcus B. Exercise Videogames, Physical Activity, and Health: Wii Heart Fitness: A Randomized Clinical Trial. American Journal of Preventive Medicine 2019;56(4):501 View
  130. Fanning J, Roberts S, Hillman C, Mullen S, Ritterband L, McAuley E. A smartphone “app”-delivered randomized factorial trial targeting physical activity in adults. Journal of Behavioral Medicine 2017;40(5):712 View
  131. 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 View
  132. Rodrigues A, Sniehotta F, Birch-Machin M, 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 View
  133. Robinson A, Slight R, Husband A, Slight S. Designing the Optimal Digital Health Intervention for Patients’ Use Before and After Elective Orthopedic Surgery: Qualitative Study. Journal of Medical Internet Research 2021;23(3):e25885 View
  134. Neupane A, Hansen D, Fails J, Sharma A. The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review. Multimodal Technologies and Interaction 2021;5(2):5 View
  135. Cheng V, Piper S, Ottavio A, Davenport T, Hickie I. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis. Journal of Medical Internet Research 2021;23(2):e23502 View
  136. Kappen D, Mirza-Babaei P, Nacke L. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. Frontiers in Computer Science 2020;2 View
  137. Simmich J, Mandrusiak A, Smith S, Hartley N, Russell T. A Co-Designed Active Video Game for Physical Activity Promotion in People With Chronic Obstructive Pulmonary Disease: Pilot Trial. JMIR Serious Games 2021;9(1):e23069 View
  138. Dichev C, Dicheva D, Irwin K. Gamifying learning for learners. International Journal of Educational Technology in Higher Education 2020;17(1) View
  139. Beun R, Luiten C, Verbeek C, Poelman M. A Rationale for a Gamified E-Coach Application to Decrease the Consumption of Sugar Sweetened Beverages. Frontiers in Digital Health 2021;2 View
  140. Paletta G, Nucci M, Manica D. Aplicativos de monitoramento do ciclo menstrual e da gravidez: corpo, gênero, saúde e tecnologias da informação*. Cadernos Pagu 2020;(59) View
  141. Chan C, Sounderajah V, Normahani P, Acharya A, Markar S, Darzi A, Bicknell C, Riga C. Wearable Activity Monitors in Home Based Exercise Therapy for Patients with Intermittent Claudication: A Systematic Review. European Journal of Vascular and Endovascular Surgery 2021;61(4):676 View
  142. Iribarren S, Akande T, Kamp K, Barry D, Kader Y, Suelzer E. Effectiveness of Mobile Apps to Promote Health and Manage Disease: Systematic Review and Meta-analysis of Randomized Controlled Trials. JMIR mHealth and uHealth 2021;9(1):e21563 View
  143. Kato-Lin Y, Kumar U, Sri Prakash B, Prakash B, Varadan V, Agnihotri S, Subramanyam N, Krishnatray P, Padman R. Impact of Pediatric Mobile Game Play on Healthy Eating Behavior: Randomized Controlled Trial. JMIR mHealth and uHealth 2020;8(11):e15717 View
  144. Jahn K, Kordyaka B, Machulska A, Eiler T, Gruenewald A, Klucken T, Brueck R, Gethmann C, Niehaves B. Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior 2021;119:106702 View
  145. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  146. Zhao Z, Arya A, Orji R, Chan G. Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study. JMIR Serious Games 2020;8(4):e19968 View
  147. Raiola G, Aliberti S, Esposito G, Altavilla G, D'Isanto T, D'Elia F. How has the Practice of Physical Activity Changed During the COVID-19 Quarantine? A Preliminary Survey. Teorìâ ta Metodika Fìzičnogo Vihovannâ 2020;20(4):242 View
  148. van der Heide A, Želinský D. ‘Level up your money game’: an analysis of gamification discourse in financial services. Journal of Cultural Economy 2021;14(6):711 View
  149. Gimpel H, Manner-Romberg T, Schmied F, Winkler T. Understanding the evaluation of mHealth app features based on a cross-country Kano analysis. Electronic Markets 2021;31(4):765 View
  150. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  151. Lapierre N, Um Din N, Igout M, Chevrier J, Belmin J. Effects of a Rehabilitation Program Using a Patient-Personalized Exergame on Fear of Falling and Risk of Falls in Vulnerable Older Adults: Protocol for a Randomized Controlled Group Study. JMIR Research Protocols 2021;10(8):e24665 View
  152. Barros-Pozo D, Medina-Chicaiza R. Gamificación: Reflexiones teóricas desde el enfoque empresarial / Gamification: Theoretical Reflections from a Business Approach. Religación. Revista de Ciencias Sociales y Humanidades 2021;6(27):197 View
  153. Lee D. Knowledge Gaps in Mobile Health Research for Promoting Physical Activity in Adults With Autism Spectrum Disorder. Frontiers in Psychology 2021;12 View
  154. Wiley K, Robinson R, Mandryk R. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review. JMIR Serious Games 2021;9(3):e26449 View
  155. Cai J, Zhao Y, Sun J. Factors Influencing Fitness App Users’ Behavior in China. International Journal of Human–Computer Interaction 2022;38(1):53 View
  156. Yin Q, Li L, Yan Z, Guo C. Understanding the effects of self-peer-platform incentives on users' physical activity in mobile fitness apps: the role of gender. Information Technology & People 2022;35(3):1054 View
  157. Westmattelmann D, Grotenhermen J, Sprenger M, Rand W, Schewe G. Apart we ride together: The motivations behind users of mixed-reality sports. Journal of Business Research 2021;134:316 View
  158. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  159. Li M, Wang Y, Wu Y, Liu H. Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective. Enterprise Information Systems 2021;15(10):1501 View
  160. Yang Y, Koenigstorfer J. Determinants of Fitness App Usage and Moderating Impacts of Education-, Motivation-, and Gamification-Related App Features on Physical Activity Intentions: Cross-sectional Survey Study. Journal of Medical Internet Research 2021;23(7):e26063 View
  161. Blaszka M, Rascon N. Wearable Fitness Devices: An Investigation into Co-constructed Meaning of Use. Communication & Sport 2023;11(3):570 View
  162. Darville-Sanders G, Burns J, Chavanduka T, Anderson-Lewis C. The Male Domain-Digital Game-Based Learning for Human Papillomavirus Vaccination Among Young Males. Games for Health Journal 2022;11(5):312 View
  163. Kim B, Lee E. What Factors Affect a User’s Intention to Use Fitness Applications? The Moderating Effect of Health Status: A Cross-Sectional Study. INQUIRY: The Journal of Health Care Organization, Provision, and Financing 2022;59:004695802210958 View
  164. Lee D, Frey G, Cothran D, Harezlak J, Shih P. Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial. JMIR Formative Research 2022;6(7):e35701 View
  165. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial. JMIR Research Protocols 2022;11(1):e32359 View
  166. Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602 View
  167. Xu L, Tong Q, Zhang X, Yu T, Lian X, Yu T, Falter M, Scherrenberg M, Kaihara T, Kizilkilic S, Kindermans H, Dendale P, Li F. Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial. Journal of Telemedicine and Telecare 2023:1357633X2211509 View
  168. Al-Rayes S, Al Yaqoub F, Alfayez A, Alsalman D, Alanezi F, Alyousef S, AlNujaidi H, Al-Saif A, Attar R, Aljabri D, Al-Mubarak S, Al-Juwair M, Alrawiai S, Saraireh L, Saadah A, Al-umran A, Alanzi T. Gaming elements, applications, and challenges of gamification in healthcare. Informatics in Medicine Unlocked 2022;31:100974 View
  169. Mitchell R, Schuster L, Jin H. Playing alone: can game design elements satisfy user needs in gamified mHealth services?. Health Promotion International 2022;37(2) View
  170. Maciel N, Ferreira D, Sousa V, Braga H, Chaves G, Sousa L. Qualidade de aplicativos móveis sobre prevenção e controle da sífilis. Escola Anna Nery 2022;26 View
  171. Mora-Gonzalez J, Navarro-Mateos C, Pérez-López I. “STAR WARS™: The First Jedi” Gamification Program: Improvement of Fitness Among College Students. Journal of Teaching in Physical Education 2022:1 View
  172. Jiménez S, Juárez-Ramírez R, Ramírez-Noriega A, Murillo-Muñoz F, Molina A, Castillo V, Navarro-Cota C. A Usability and Persuasion Evaluation of Mobile Apps for Diabetes Type 2. Programming and Computer Software 2022;48(8):552 View
  173. Tonkin E, Brimblecombe J, Wycherley T. Characteristics of Smartphone Applications for Nutrition Improvement in Community Settings: A Scoping Review. Advances in Nutrition 2017;8(2):308 View
  174. Velaora C, Dimos I, Tsagiopoulou S, Kakarountas A. A Game-Based Learning Approach in Digital Design Course to Enhance Students’ Competency. Information 2022;13(4):177 View
  175. Tsai T, Chang Y, Chang H, Lin Y. Running on a social exercise platform: Applying self-determination theory to increase motivation to participate in a sporting event. Computers in Human Behavior 2021;114:106523 View
  176. Berglund A, Jaarsma T, Berglund E, Strömberg A, Klompstra L. Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease. European Journal of Cardiovascular Nursing 2022;21(6):630 View
  177. Oyelere S, Berghem S, Brännström R, Rutberg S, Laine T, Lindqvist A. Initial Design and Testing of Multiplayer Cooperative Game to Support Physical Activity in Schools. Education Sciences 2022;12(2):100 View
  178. Orumaa M, Campbell S, Støer N, Castle P, Sen S, Tropé A, Adedimeji A, Nygård M. Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study. JMIR Serious Games 2022;10(4):e36197 View
  179. Riffitts M, Cook H, McClincy M, Bell K. Evaluation of a Smart Knee Brace for Range of Motion and Velocity Monitoring during Rehabilitation Exercises and an Exergame. Sensors 2022;22(24):9965 View
  180. Werntz A, Amado S, Jasman M, Ervin A, Rhodes J. Providing Human Support for the Use of Digital Mental Health Interventions: Systematic Meta-review. Journal of Medical Internet Research 2023;25:e42864 View
  181. Olivas Martinez G, Orso V, Bettelli A, Gamberini L. Exploiting Mobile Gamification to Foster Physical Activity: A Remotely-Managed Field Study. Sensors 2023;23(5):2598 View
  182. Xu L, Shi H, Shen M, Ni Y, Zhang X, Pang Y, Yu T, Lian X, Yu T, Yang X, Li F. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review. JMIR mHealth and uHealth 2022;10(2):e27794 View
  183. Buyle M, Jung Y, Pavlou M, Gonzalez S, Bamiou D. The role of motivation factors in exergame interventions for fall prevention in older adults: A systematic review and meta-analysis. Frontiers in Neurology 2022;13 View
  184. Smyth B, Lawlor A, Berndsen J, Feely C. Recommendations for marathon runners: on the application of recommender systems and machine learning to support recreational marathon runners. User Modeling and User-Adapted Interaction 2022;32(5):787 View
  185. Guo Y, Yuan T, Yue S. Designing Personalized Persuasive Game Elements for Older Adults in Health Apps. Applied Sciences 2022;12(12):6271 View
  186. Ward D, Peoples C. An iOS Application With Firebase for Gym Membership Management. IEEE Potentials 2019;38(3):27 View
  187. Gonzalez-Ramirez M, Cejudo-Lopez A, Lozano-Navarrete M, Salamero Sánchez-Gabriel E, Torres-Bengoa M, Segura-Balbuena M, Sanchez-Cordero M, Barroso-Vazquez M, Perez-Barba F, Troncoso A, Garcia-Parrilla M, Cerezo A. SAlBi educa (Tailored Nutrition App for Improving Dietary Habits): Initial Evaluation of Usability. Frontiers in Nutrition 2022;9 View
  188. Six S, Byrne K, Tibbett T, Pericot-Valverde I. Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis. JMIR Mental Health 2021;8(11):e32199 View
  189. Antico M, Balletti N, Ciccotelli A, Ciccotelli M, Laudato G, Lazich A, Notarantonio M, Oliveto R, Ricciardi S, Scalabrino S, Simeone J. 2Vita-B Physical: An Intelligent Home Rehabilitation System Based on Microsoft Azure Kinect. Frontiers in Human Dynamics 2021;3 View
  190. Yau K, Tang T, Görges M, Pinkney S, Kim A, Kalia A, Amed S. Effectiveness of Mobile Apps in Promoting Healthy Behavior Changes and Preventing Obesity in Children: Systematic Review. JMIR Pediatrics and Parenting 2022;5(1):e34967 View
  191. Yang J, Kanthawala S, Joo E, Kononova A. Can Brand Sponsorship Increase Download Intention for mHealth Apps? The Role of Issue Relevance, Brand Involvement, and Perceived App Quality. Journal of Promotion Management 2022;28(6):869 View
  192. van Iperen L, de Jonge J, Gevers J, Vos S, Hespanhol L. Is self-regulation key in reducing running-related injuries and chronic fatigue? A randomized controlled trial among long-distance runners. Journal of Applied Sport Psychology 2022;34(5):983 View
  193. Xu L, Li J, Zhang X, Pang Y, Yu T, Lian X, Yu T, Zhu L, Tong Q, Li F. Mobile health-based gamification intervention to increase physical activity participation among patients with coronary heart disease: study protocol of a randomised controlled trial. BMJ Open 2022;12(1):e054623 View
  194. Siriaraya P, Kiriu T, She W, Mittal M, Kawai Y, Nakajima S. Investigating the use of Spatialized Audio Augmented Reality to enhance the outdoor running experience. Entertainment Computing 2023;44:100534 View
  195. Kim S, Huang-Isherwood K, Zheng W, Williams D. The art of being together: How group play can increase reciprocity, social capital, and social status in a multiplayer online game. Computers in Human Behavior 2022;133:107291 View
  196. Mensen J, Dang J, Stets A, Helton W. The effects of real-time performance feedback and performance emphasis on the sustained attention to response task (SART). Psychological Research 2022;86(6):1972 View
  197. Lau E, Mitchell M, Faulkner G. Long-term usage of a commercial mHealth app: A “multiple-lives” perspective. Frontiers in Public Health 2022;10 View
  198. Kim B, Lee E, Jo S. The effects of extrinsic reward that affect a user’s continuous intention to use a fitness application. Informatics for Health and Social Care 2023;48(2):153 View
  199. Neal W, Richardson E, Motl R. Informing the development of a mobile application for the physical activity guidelines in multiple sclerosis: a qualitative, pluralistic approach. Disability and Rehabilitation: Assistive Technology 2024;19(4):1161 View
  200. Liu C, Wang W, Gao G, Agarwal R. The Virtualization of Experiential Events: Effects on Platform Users. SSRN Electronic Journal 2020 View
  201. Corepal R, Best P, O’Neill R, Tully M, Edwards M, Jago R, Miller S, Kee F, Hunter R. Exploring the use of a gamified intervention for encouraging physical activity in adolescents: a qualitative longitudinal study in Northern Ireland. BMJ Open 2018;8(4):e019663 View
  202. Khan A, Amin I, Sanders G, Imani S, Haffeez A, Khan A, Khan F, Siow Y. Using Mhealth as an Intervention for the Management of Alcohol Consumption - A Systematic Review and Market Analysis of Mobile Applications. SSRN Electronic Journal 2022 View
  203. Andrew Tong J, Hee M. The impact of an online educational game on breast cancer awareness among university female students, Malaysia: a pilot study. BMC Cancer 2023;23(1) View
  204. Dunn R, Tamminen K, Kim J, Vanderloo L. Promotion of physical activity among people who identify as women through the ParticipACTION mobile app. Psychology & Health 2023:1 View
  205. Heston T. Gamifying Exercise in the Elderly. Journal of Clinical Medical Research 2023:1 View
  206. Sharma D, Sharma J. EVOLUTION OF GAMIFICATION, ITS IMPLICATIONS, AND ITS STATISTICAL IMPACT ON THE SOCIETY. ShodhKosh: Journal of Visual and Performing Arts 2023;4(2SE) View
  207. Liu C, Wang W, Gao G, Agarwal R. The Value of Virtual Engagement: Evidence from a Running Platform. Management Science 2023 View
  208. Ayaz A, Ozyurt O, Al-Rahmi W, Salloum S, Shutaleva A, Alblehai F, Habes M. Exploring Gamification Research Trends Using Topic Modeling. IEEE Access 2023;11:119676 View
  209. Estrella T, Alfonso C, Ramos-Castro J, Alsina A, Capdevila L. A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study. JMIR Serious Games 2023;11:e46351 View
  210. Mahmoodi Kahriz B, Snuggs S, Sah A, Clot S, Lamport D, Forrest J, Helme-Guizon A, Wilhelm M, Caldara C, Anin C, Vogt J. Unveiling Consumer Preferences and Intentions for Cocreated Features of a Combined Diet and Physical Activity App: Cross-Sectional Study in 4 European Countries. JMIR Human Factors 2023;10:e44993 View
  211. Diamantis D, Shalit A, Katsas K, Zioga E, Zota D, Kastorini C, Veloudaki A, Kouvari M, Linos A. Improving Children’s Lifestyle and Quality of Life through Synchronous Online Education: The Nutritional Adventures School-Based Program. Nutrients 2023;15(24):5124 View
  212. Islam R, Gooch D, Karlakki S, Price B. A Device for Prehabilitation of Total Knee Replacement Surgery (Slider): Usability Study. JMIR Formative Research 2023;7:e48055 View
  213. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  214. Pérez-Jorge D, Martínez-Murciano M, Contreras-Madrid A, Alonso-Rodríguez I. The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning. Healthcare 2024;12(2):124 View
  215. Hakim H, Driedger S, Gagnon D, Chevrier J, Roch G, Dubé E, Witteman H. Digital Gamification Tools to Enhance Vaccine Uptake: A Scoping Review (Preprint). JMIR Serious Games 2023 View
  216. Huang J, Chen J, Zhou L. Motivation crowding effects on the intention for continued use of gamified fitness apps: a mixed-methods approach. Frontiers in Psychology 2024;14 View
  217. Atagbuzia C, Ng E, Natarajan G. Improving Behavioral-Based Safety Training in Using Verbal Command: A Theory-Driven and Feedback-based Non-Immersive Virtual Reality Game (Preprint). JMIR Formative Research 2023 View
  218. de Vette F, Ruiz-Rodriguez A, Tabak M, Oude Nijeweme-d'Hollosy W, Hermens H, Vollenbroek M. Game-based design for eHealth in practice (Preprint). JMIR Formative Research 2019 View
  219. Luo Q, Zhang Y, Wang W, Cui T, Li T. mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2024;12:e49509 View
  220. Edwards E, Lumsden J, Rivas C, Steed L, Edwards L, Thiyagarajan A, Sohanpal R, Caton H, Griffiths C, Munafò M, Taylor S, Walton R. Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps. BMJ Open 2016;6(10):e012447 View
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  222. Mahmoudi E, Yejong Yoo P, Chandra A, Cardoso R, Denner Dos Santos C, Majnemer A, Shikako K. Gamification in Mobile Applications for Children with Disabilities: A Scoping Review (Preprint). JMIR Serious Games 2023 View

Books/Policy Documents

  1. Zhao Z, Ali Etemad S, Arya A. Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). View
  2. Bregenzer A, Jiménez P. Handbuch Digitale Wirtschaft. View
  3. Wojdynski B. Emerging Research and Trends in Gamification. View
  4. Ning B. Design, User Experience, and Usability: Theory and Practice. View
  5. Botte B, Medaglia C. HCI International 2020 - Posters. View
  6. Reimer U, Maier E, Ulmer T. Information and Communication Technologies for Ageing Well and e-Health. View
  7. Chen H. mHealth Innovation in Asia. View
  8. Caon M, Carrino S, Prinelli F, Ciociola V, Adorni F, Lafortuna C, Tabozzi S, Serrano J, Condon L, Khaled O, Mugellini E. New Trends in Image Analysis and Processing -- ICIAP 2015 Workshops. View
  9. . Childhood Obesity. View
  10. Smeddinck J. Entertainment Computing and Serious Games. View
  11. Ramachandran V, Cline A, Hawkins S. Treatment Adherence in Dermatology. View
  12. Dutz T, Garcia A, Hardy S, Göbel S, Steinmetz R. Distributed, Ambient and Pervasive Interactions. View
  13. Zeng L, Almquist Z, Spiro E. Social Computing and Social Media. Technologies and Analytics. View
  14. Zhao Z, Ali Etemad S, Arya A, Whitehead A. Design, User Experience, and Usability: Novel User Experiences. View
  15. Pereira A, Moreira A, Chaló P, Sancho L, Varela A, Oliveira C. Handbook of Research on Mobile Devices and Applications in Higher Education Settings. View
  16. Wojdynski B. Journalism and Ethics. View
  17. Cai F, Dai G, Han T. Design, User Experience, and Usability: Novel User Experiences. View
  18. Ducasse J, Kljun M, Čopič Pucihar K. Augmented Reality Games II. View
  19. Christmann C, Zolynski G, Hoffmann A, Bleser G. Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). View
  20. Lim A. Health 4.0: How Virtualization and Big Data are Revolutionizing Healthcare. View
  21. Ilhan A, Fietkiewicz K. Perspectives on Wearable Enhanced Learning (WELL). View
  22. Mishra S, Kulshreshtha D, Srivastava A, Gandhi A, Rastogi M. Application of Gaming in New Media Marketing. View
  23. Sacramento I, Wanick V. Mobile e-Health. View
  24. Fiorucci A, Pinnelli S. Ambient Assisted Living. View
  25. Monteiro M, Moreira M, Arzileiro T, Amado P. Perspectives on Design and Digital Communication. View
  26. Kappen D, Mirza-Babaei P, Nacke L. Human Aspects of IT for the Aged Population. Healthy and Active Aging. View
  27. Katheeri H. Advances in Human Factors and Ergonomics in Healthcare and Medical Devices. View
  28. Cacho-Elizondo S, Shahidi N, Tossan V. Handbook of Research on the Evolution of IT and the Rise of E-Society. View
  29. Bowman N, Condis M. Privacy Concerns Surrounding Personal Information Sharing on Health and Fitness Mobile Apps. View
  30. Kappen D, Mirza-Babaei P, Nacke L. Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance. View
  31. Rivas H. Digital Health. View
  32. Ntumba D, Budree A. HCI International 2020 – Late Breaking Papers: Interaction, Knowledge and Social Media. View
  33. Bregenzer A, Jiménez P. Handbuch Medizinökonomie I. View
  34. Sinha N. IoT in Healthcare and Ambient Assisted Living. View
  35. Ciornei C. New Trends and Challenges in Information Science and Information Seeking Behaviour. View
  36. Tolks D, Sailer M. Digitalisierung in Studium und Lehre gemeinsam gestalten. View
  37. Bregenzer A, Jiménez P. Handbuch Medizinökonomie I. View
  38. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. View
  39. Buckley P, Noonan S, Geary C, Mackessy T, Nagle E. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  40. Lampert C, Tolks D. Gesundheitskompetenz. View
  41. Yadav A. Marketing and Smart Technologies. View
  42. Ntumba D, Budree A. HCI International 2021 - Late Breaking Papers: Design and User Experience. View
  43. Feng S, Mäntymäki M, Salmela H. The Role of Digital Technologies in Shaping the Post-Pandemic World. View
  44. Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. View
  45. Al Katheeri H, Shehzad N, Jabeen F. Digital Transformation in Healthcare in Post-Covid-19 Times. View
  46. Wen T, Guo Y. HCI International 2023 Posters. View
  47. Demirbilek M. New Perspectives in Teaching and Learning With ICTs in Global Higher Education Systems. View
  48. Lampert C, Tolks D. Gesundheitskompetenz. View
  49. Kljun M, Ducasse J, Pucihar K. Augmented Reality Games II. View