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Citing this Article

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Published on 18.03.15 in Vol 3, No 1 (2015): Jan-Jun

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

Works citing "Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3930):

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

  1. Moonian O, Jodheea-Jutton A, Khedo KK, Baichoo S, Nagowah SD, Nagowah L, Mungloo-Dilmohamud Z, Cheerkoot-Jalim S. Recent advances in computational tools and resources for the self-management of type 2 diabetes. Informatics for Health and Social Care 2020;45(1):77
    CrossRef
  2. Hoffmann A, Faust-Christmann CA, Zolynski G, Bleser G. Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study. JMIR Formative Research 2020;4(5):e13170
    CrossRef
  3. Alsalman D, Bu Ali ZM, Alnosaier ZF, Alotaibi NA, Alanzi TM.

    Gamification for Diabetes Type 1 Management: A Review of the Features of Free Apps in Google Play and App Stores

    . Journal of Multidisciplinary Healthcare 2020;Volume 13:425
    CrossRef
  4. Steinmetz M, Rammos C, Rassaf T, Lortz J. Digital interventions in the treatment of cardiovascular risk factors and atherosclerotic vascular disease. IJC Heart & Vasculature 2020;26:100470
    CrossRef
  5. Schoneveld EA, Lichtwarck-Aschoff A, Granic I. What keeps them motivated? Children’s views on an applied game for anxiety. Entertainment Computing 2019;29:69
    CrossRef
  6. 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
  7. Lopes S, Pereira A, Magalhães P, Oliveira A, Rosário P. Gamification: focus on the strategies being implemented in interventions: a systematic review protocol. BMC Research Notes 2019;12(1)
    CrossRef
  8. Kaushal T, Montgomery KA, Simon R, Lord K, Dougherty J, Katz LEL, Lipman TH. MyDiaText™: Feasibililty and Functionality of a Text Messaging System for Youth With Type 1 Diabetes. The Diabetes Educator 2019;45(3):253
    CrossRef
  9. Kho SES, Lim SG, Hoi WH, Ng PL, Tan L, Kowitlawakul Y. The Development of a Diabetes Application for Patients With Poorly Controlled Type 2 Diabetes Mellitus. CIN: Computers, Informatics, Nursing 2019;37(2):99
    CrossRef
  10. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565
    CrossRef
  11. Timpel P, Cesena FHY, da Silva Costa C, Soldatelli MD, Gois E, Castrillon E, Díaz LJJ, Repetto GM, Hagos F, Castillo Yermenos RE, Pacheco-Barrios K, Musallam W, Braid Z, Khidir N, Romo Guardado M, Roepke RML. Efficacy of gamification-based smartphone application for weight loss in overweight and obese adolescents: study protocol for a phase II randomized controlled trial. Therapeutic Advances in Endocrinology and Metabolism 2018;9(6):167
    CrossRef
  12. Böhme P, Lerman A, Matte P, Herfeld C, Ziegler O. Vers une organisation coordonnée de l’éducation thérapeutique pour les personnes vivant avec un diabète ?. Médecine des Maladies Métaboliques 2018;12(2):194
    CrossRef
  13. 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
  14. Eleftheriou A, Bullock S, Graham CA, Ingham R. Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study. JMIR Serious Games 2017;5(2):e9
    CrossRef
  15. Calle-Bustos A, Juan M, García-García I, Abad F, Kaufman J. An augmented reality game to support therapeutic education for children with diabetes. PLOS ONE 2017;12(9):e0184645
    CrossRef
  16. Hoppe CD, Cade JE, Carter M. An evaluation of diabetes targeted apps for Android smartphone in relation to behaviour change techniques. Journal of Human Nutrition and Dietetics 2017;30(3):326
    CrossRef
  17. Izahar S, Lean QY, Hameed MA, Murugiah MK, Patel RP, Al-Worafi YM, Wong TW, Ming LC. Content Analysis of Mobile Health Applications on Diabetes Mellitus. Frontiers in Endocrinology 2017;8
    CrossRef
  18. Hoffmann A, Christmann CA, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13
    CrossRef
  19. Lazem S, Webster M, Holmes W, Wolf M. Games and Diabetes. Journal of Diabetes Science and Technology 2016;10(2):447
    CrossRef
  20. Swartwout E, El-Zein A, Deyo P, Sweenie R, Streisand R. Use of Gaming in Self-Management of Diabetes in Teens. Current Diabetes Reports 2016;16(7)
    CrossRef
  21. Bianchi L, Liò P. Opportunities for community awareness platforms in personal genomics and bioinformatics education. Briefings in Bioinformatics 2016;:bbw078
    CrossRef
  22. 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
    CrossRef
  23. Sebestyen N, Sulatycky R, Rondos S, Davis S. Prendre le virage des partenariats. Healthcare Management Forum 2015;28(6_suppl):S19
    CrossRef
  24. Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15
    CrossRef
  25. Shah VN, Garg SK. Managing diabetes in the digital age. Clinical Diabetes and Endocrinology 2015;1(1)
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.3930)

:
  1. Smeddinck JD. Entertainment Computing and Serious Games. 2016. Chapter 10:212
    CrossRef
  2. Rodrigues FM, Baptista TM, Boulos MNK. Encyclopedia of E-Health and Telemedicine. 2016. chapter 42:544
    CrossRef