Published on in Vol 3, No 2 (2015): Jul-Dec

Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

Journals

  1. Kebede M, Steenbock B, Helmer S, Sill J, Möllers T, Pischke C. Identifying Evidence-Informed Physical Activity Apps: Content Analysis. JMIR mHealth and uHealth 2018;6(12):e10314 View
  2. 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
  3. He F, Zhang P, Luo R, Li Y, Chen F, Zhao Y, Zhao W, Li D, Chen H, Wu T, Yao J, Li J, Zhou S, Liu Y, Li X, Wang C, MacGregor G. An Application-based programme to reinforce and maintain lower salt intake (AppSalt) in schoolchildren and their families in China. BMJ Open 2019;9(7):e027793 View
  4. Thomas J, Flay B, Cardinal B. Are Physical Activity Resources Understandable as Disseminated? A Meta-Analysis of Readability Studies. Quest 2018;70(4):492 View
  5. Hotwani K, Sharma K, Nagpal D, Lamba G, Chaudhari P. Smartphones and tooth brushing: content analysis of the current available mobile health apps for motivation and training. European Archives of Paediatric Dentistry 2020;21(1):103 View
  6. Zhang P, He F, Li Y, Li C, Wu J, Ma J, Zhang B, Wang H, Li Y, Han J, Luo R, He J, Li X, Liu Y, Wang C, Tan M, MacGregor G, Li X. Reducing Salt Intake in China with “Action on Salt China” (ASC): Protocol for Campaigns and Randomized Controlled Trials. JMIR Research Protocols 2020;9(4):e15933 View
  7. 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
  8. Bruggers C, Baranowski S, Beseris M, Leonard R, Long D, Schulte E, Shorter A, Stigner R, Mason C, Bedrov A, Pascual I, Bulaj G. A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases. Frontiers in Pediatrics 2018;6 View
  9. Arigo D, Brown M, Pasko K, Suls J. Social Comparison Features in Physical Activity Promotion Apps: Scoping Meta-Review. Journal of Medical Internet Research 2020;22(3):e15642 View
  10. Wortley D, An J, Heshmati A. Tackling the Challenge of the Aging Society: Detecting and Preventing Cognitive and Physical Decline through Games and Consumer Technologies. Healthcare Informatics Research 2017;23(2):87 View
  11. Wattanapisit A, Saengow U, Ng C, Thanamee S, Kaewruang N, Chaput J. Gaming behaviour with Pokémon GO and physical activity: A preliminary study with medical students in Thailand. PLOS ONE 2018;13(6):e0199813 View
  12. 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
  13. Sigler B. Investigating the Perceptions of Care Coordinators on Using Behavior Theory-Based Mobile Health Technology With Medicaid Populations: A Grounded Theory Study. JMIR mHealth and uHealth 2017;5(3):e36 View
  14. Schoeppe S, Alley S, Rebar A, Hayman M, Bray N, Van Lippevelde W, Gnam J, Bachert P, Direito A, Vandelanotte C. Apps to improve diet, physical activity and sedentary behaviour in children and adolescents: a review of quality, features and behaviour change techniques. International Journal of Behavioral Nutrition and Physical Activity 2017;14(1) View
  15. Hoffmann A, Christmann C, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13 View
  16. Stone T, Jia Y, Kunaviktikul W. Mobile apps: An effective, inclusive and equitable way of delivering patient and nurse education?. Nurse Education Today 2020;85:104308 View
  17. Huang G, Ren Y. Linking technological functions of fitness mobile apps with continuance usage among Chinese users: Moderating role of exercise self-efficacy. Computers in Human Behavior 2020;103:151 View
  18. Hood M, Wilson R, Corsica J, Bradley L, Chirinos D, Vivo A. What do we know about mobile applications for diabetes self-management? A review of reviews. Journal of Behavioral Medicine 2016;39(6):981 View
  19. Lee J, Woo H. Quality evaluation of smartphone applications for physical activity promotion. Korean Journal of Health Education and Promotion 2019;36(4):67 View
  20. 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
  21. Thomas J, Cardinal B. Gibberish in Communicating Written Physical Activity Information: Making Strides at Derailing a Perpetual Problem. Sociology of Sport Journal 2018;35(2):108 View
  22. Giunti G. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631 View
  23. Huang G, Zhou E. Time to Work Out! Examining the Behavior Change Techniques and Relevant Theoretical Mechanisms that Predict the Popularity of Fitness Mobile Apps with Chinese-Language User Interfaces. Health Communication 2019;34(12):1502 View
  24. Wang Y, Min J, Khuri J, Xue H, Xie B, A Kaminsky L, J Cheskin L. Effectiveness of Mobile Health Interventions on Diabetes and Obesity Treatment and Management: Systematic Review of Systematic Reviews. JMIR mHealth and uHealth 2020;8(4):e15400 View
  25. DeLaughter K, Sadasivam R, Kamberi A, English T, Seward G, Chan S, Volkman J, Amante D, Houston T. Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation. JMIR Serious Games 2016;4(1):e3 View
  26. Wilkinson J, Strickling K, Payne H, Jensen K, West J. Evaluation of Diet-Related Infographics on Pinterest for Use of Behavior Change Theories: A Content Analysis. JMIR mHealth and uHealth 2016;4(4):e133 View
  27. Suppan M, Catho G, Robalo Nunes T, Sauvan V, Perez M, Graf C, Pittet D, Harbarth S, Abbas M, Suppan L. A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”. JMIR Serious Games 2020;8(4):e24986 View
  28. 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
  29. Cerbas S, Kelemen A, Liang Y, Sik-Lanyi C, Van de Castle B. A Physical Activity Mobile Game for Hematopoietic Stem Cell Transplant Patients: App Design, Development, and Evaluation. JMIRx Med 2021;2(2):e20461 View
  30. 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
  31. He F, Zhang P, Luo R, Li Y, Sun Y, Chen F, Zhao Y, Zhao W, Li D, Chen H, Wu T, Yao J, Lou C, Zhou S, Dong L, Liu Y, Li X, He J, Wang C, Tan M, Song J, MacGregor G. App based education programme to reduce salt intake (AppSalt) in schoolchildren and their families in China: parallel, cluster randomised controlled trial. BMJ 2022:e066982 View
  32. Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022;13(3):142 View
  33. 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
  34. MacPherson M, Merry K, Locke S, Jung M. How Can We Keep People Engaged in the Behavior Change Process? An Exploratory Analysis of Two mHealth Applications. Journal of Technology in Behavioral Science 2022;7(3):337 View
  35. Zhou Y, Kumar S, Furuoka F. Enhancing customer value co-creation and stickiness in social commerce: integrating PLS-SEM and NCA for deeper insights into customer-to-customer dynamics. Humanities and Social Sciences Communications 2024;11(1) View

Books/Policy Documents

  1. Kappen D, Mirza-Babaei P, Nacke L. Human Aspects of IT for the Aged Population. Healthy and Active Aging. View
  2. Ivory A, Ivory J. Mobile e-Health. View
  3. Liao T, Chang P, Lee S. Technology and Health. View
  4. Butt S, Gochhait S, Andleeb S, Adeel M. Digital Entertainment. View
  5. Lim J. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. View
  6. Wen T, Guo Y. HCI International 2023 Posters. View