Published on in Vol 4, No 2 (2016): Jul-Dec

Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study

Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study

Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study

Authors of this article:

Alaa AlMarshedi1 Author Orcid Image ;   Gary Wills1 Author Orcid Image ;   Ashok Ranchhod2 Author Orcid Image

Journals

  1. Ingadottir B, Blondal K, Thue D, Zoega S, Thylen I, Jaarsma T. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study. JMIR Serious Games 2017;5(2):e10 View
  2. Ramos S, Warren R, Shedlin M, Melkus G, Kershaw T, Vorderstrasse A. A Framework for Using eHealth Interventions to Overcome Medical Mistrust Among Sexual Minority Men of Color Living with Chronic Conditions. Behavioral Medicine 2019;45(2):166 View
  3. Hoffmann A, Christmann C, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13 View
  4. Earle A, LaBrie J, Boyle S, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71 View
  5. Jessen S, Mirkovic J, Ruland C. Creating Gameful Design in mHealth: A Participatory Co-Design Approach. JMIR mHealth and uHealth 2018;6(12):e11579 View
  6. Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7 View
  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 View
  8. Hoffmann A, Faust-Christmann C, 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 View
  9. 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
  10. Martos-Cabrera M, Membrive-Jiménez M, Suleiman-Martos N, Mota-Romero E, Cañadas-De la Fuente G, Gómez-Urquiza J, Albendín-García L. Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis. Healthcare 2020;8(4):399 View
  11. Davaris M, Bunzli S, Dowsey M, Choong P. Gamifying health literacy: how can digital technology optimize patient outcomes in surgery?. ANZ Journal of Surgery 2021;91(10):2008 View
  12. Yang H, Li D. Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance. Technological Forecasting and Social Change 2021;169:120839 View
  13. Yang H, Li D. Understanding the dark side of gamification health management: A stress perspective. Information Processing & Management 2021;58(5):102649 View
  14. Ramos S, Johnson C, Melkus G, Kershaw T, Gwadz M, Reynolds H, Vorderstrasse A. Cardiovascular Disease Prevention Education Using a Virtual Environment in Sexual-Minority Men of Color With HIV: Protocol for a Sequential, Mixed Method, Waitlist Randomized Controlled Trial. JMIR Research Protocols 2022;11(5):e38348 View
  15. Nichol L, Pitt R, Wallace S, Rodriguez A, Hill A. “There are endless areas that they can use it for”: speech-language pathologist perspectives of technology support for aphasia self-management. Disability and Rehabilitation: Assistive Technology 2023;18(8):1473 View
  16. 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
  17. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in Self-management of Patients with Chronic Diseases: A Scoping Review (Preprint). JMIR Serious Games 2022 View
  18. Yang X, Xi N, Gu D, Liang C, Liu H, Tang H, Hamari J. Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement. Information & Management 2024;61(7):103906 View
  19. Al Hamaq A, Elasyouti A, Abou-Amona R, ElKhatib N. Development and Evaluation of an Edutainment Tool for Imparting Education and Awareness among Type 1 Diabetes Children in Qatar. Journal of Diabetology 2024;15(2):229 View
  20. Sarasmita M, Lee Y, Chan F, Chen H. Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework. Journal of Medical Internet Research 2024;26:e49692 View
  21. Ghodousi Moghadam S, Mazloum Khorasani Z, Sharifzadeh N, Tabesh H. A mobile serious game about diabetes self-management: Design and evaluation. Heliyon 2024;10(18):e37755 View
  22. Courel-Ibáñez J, Prieto-Moreno R, Briones-Vozmediano E, Ariza-Vega P, Angevare S, Anton J, Bini I, Clemente D, Correia M, Costello W, De Cock D, Domján A, Leon L, Marques A, Minden K, Mourão A, Najm A, Ozen S, Pimentel G, Saleem Z, Vetrovsky T, Wulffraat N, Zacarias Crovato A, Prior Y, Carmona L, Estévez-López F. EULAR points to consider for patient education in physical activity and self-management of pain during transitional care. Annals of the Rheumatic Diseases 2024:ard-2024-226448 View

Books/Policy Documents

  1. Ivory A, Ivory J. Mobile e-Health. View
  2. Nguyen H, Jiang Y, Eiring Ø, Poo D, Wang W. Social Computing and Social Media. Technologies and Analytics. View
  3. Ögel Aydın S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
  4. Arslan B, Bulut O, Meriç M. Handbook of the Behavior and Psychology of Disease. View