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 AlMarshedi 1 Author Orcid Image ;   Gary Wills 1 Author Orcid Image ;   Ashok Ranchhod 2 Author Orcid Image


  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

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