Published on in Vol 4, No 2 (2016): Jul-Dec
Journals
- Marin-Gomez F, Garcia-Moreno Marchán R, Mayos-Fernandez A, Flores-Mateo G, Granado-Font E, Barrera Uriarte M, Duch J, Rey-Reñones C. Exploring Efficacy of a Serious Game (Tobbstop) for Smoking Cessation During Pregnancy: Randomized Controlled Trial. JMIR Serious Games 2019;7(1):e12835 View
- Putz L, Hofbauer F, Treiblmaier H. Can gamification help to improve education? Findings from a longitudinal study. Computers in Human Behavior 2020;110:106392 View
- Fritze M, Eisingerich A, Benkenstein M. Digital transformation and possession attachment: examining the endowment effect for consumers’ relationships with hedonic and utilitarian digital service technologies. Electronic Commerce Research 2019;19(2):311 View
- Parmar N, Dong L, Eisingerich A. Connecting With Your Dentist on Facebook: Patients’ and Dentists’ Attitudes Towards Social Media Usage in Dentistry. Journal of Medical Internet Research 2018;20(6):e10109 View
- Vilardaga R, Rizo J, Zeng E, Kientz J, Ries R, Otis C, Hernandez K. User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness. JMIR Serious Games 2018;6(1):e2 View
- Luna-Perejon F, Malwade S, Styliadis C, Civit J, Cascado-Caballero D, Konstantinidis E, Abdul S, Bamidis P, Civit A, Li Y. Evaluation of user satisfaction and usability of a mobile app for smoking cessation. Computer Methods and Programs in Biomedicine 2019;182:105042 View
- 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
- 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
- Hartnup B, Dong L, Eisingerich A. How an Environment of Stress and Social Risk Shapes Student Engagement With Social Media as Potential Digital Learning Platforms: Qualitative Study. JMIR Medical Education 2018;4(2):e10069 View
- Kapitány-Fövény M, Vagdalt E, Ruttkay Z, Urbán R, Richman M, Demetrovics Z. Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students. JMIR Serious Games 2018;6(4):e19 View
- 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
- Foscht T, Lin Y, Eisingerich A. Blinds up or down?. European Journal of Marketing 2018;52(3/4):476 View
- Lin Y, Tudor-Sfetea C, Siddiqui S, Sherwani Y, Ahmed M, Eisingerich A. Effective Behavioral Changes through a Digital mHealth App: Exploring the Impact of Hedonic Well-Being, Psychological Empowerment and Inspiration. JMIR mHealth and uHealth 2018;6(6):e10024 View
- Krebs P, Burkhalter J, Fiske J, Snow H, Schofield E, Iocolano M, Borderud S, Ostroff J. The QuitIT Coping Skills Game for Promoting Tobacco Cessation Among Smokers Diagnosed With Cancer: Pilot Randomized Controlled Trial. JMIR mHealth and uHealth 2019;7(1):e10071 View
- Heffner J, Watson N, Serfozo E, Mull K, MacPherson L, Gasser M, Bricker J. A Behavioral Activation Mobile Health App for Smokers With Depression: Development and Pilot Evaluation in a Single-Arm Trial. JMIR Formative Research 2019;3(4):e13728 View
- Short C, DeSmet A, Woods C, Williams S, Maher C, Middelweerd A, Müller A, Wark P, Vandelanotte C, Poppe L, Hingle M, Crutzen R. Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies. Journal of Medical Internet Research 2018;20(11):e292 View
- 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
- 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
- Tudor-Sfetea C, Rabee R, Najim M, Amin N, Chadha M, Jain M, Karia K, Kothari V, Patel T, Suseeharan M, Ahmed M, Sherwani Y, Siddiqui S, Lin Y, Eisingerich A. Evaluation of Two Mobile Health Apps in the Context of Smoking Cessation: Qualitative Study of Cognitive Behavioral Therapy (CBT) Versus Non-CBT-Based Digital Solutions. JMIR mHealth and uHealth 2018;6(4):e98 View
- Ee R, Yap K, Yap K. Herbopolis – A mobile serious game to educate players on herbal medicines. Complementary Therapies in Medicine 2018;39:68 View
- Kim J, Song H, Merrill Jr K, Jung Y, Kwon R. Using Serious Games for Antismoking Health Campaigns: Experimental Study. JMIR Serious Games 2020;8(4):e18528 View
- Bindoff I, Ling T, Gee P, Geelan B, Ferguson S, Peterson G. Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial. JMIR Serious Games 2020;8(4):e23734 View
- Rajani N, Mastellos N, Filippidis F. Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps. JMIR Serious Games 2021;9(2):e27290 View
- Caliskan Y, Entezari R, Eßer M, Ezold U, Gelfart D, Mariami H, Beutelspacher L. Spielend heilen. Information - Wissenschaft & Praxis 2018;69(1):47 View
- Strudwick G, McLay D, Lo B, Shin H, Currie L, Thomson N, Maillet É, Strong V, Miller A, Shen N, Campbell J. Development of a Resource Guide to Support the Engagement of Mental Health Providers and Patients With Digital Health Tools: Multimethod Study. Journal of Medical Internet Research 2021;23(4):e25773 View
- Derksen M, Jaspers M, van Strijp S, Fransen M. Mobile Health for Smoking Cessation Among Disadvantaged Young Women During and After Pregnancy: User-Centered Design and Usability Study. JMIR Formative Research 2021;5(8):e24112 View
- Hoffmann G, Pfeiffer J. Gameful Learning for a More Sustainable World. Business & Information Systems Engineering 2022;64(4):459 View
- DUĞAN Ö. Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü. TRT Akademi 2022 View
- 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
- Arora C, Razavian M. Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health 2021;18(21):11052 View
- Rajani N, Bustamante L, Weth D, Romo L, Mastellos N, Filippidis F. Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment. JMIR Serious Games 2023;11:e39975 View
- Tanouri A, Kennedy A, Veer E. A conceptual framework for transformative gamification services. Journal of Services Marketing 2022;36(2):185 View
- Fleddermann K, Molfenter T, Vjorn O, Horst J, Hulsey J, Kelly B, Zawislak K, Gustafson D, Gicquelais R. Patient Preferences for Mobile Health Applications to Support Recovery. Journal of Addiction Medicine 2023;17(4):394 View
- Zhang M, Wolters M, O'Connor S, Wang Y, Doi L. Smokers’ user experience of smoking cessation apps: A systematic review. International Journal of Medical Informatics 2023;175:105069 View
- Anto A, Asif R, Basu A, Kanapathipillai D, Salam H, Selim R, Zaman J, Eisingerich A. Exploring the Impact of Social Media on Anxiety Among University Students in the United Kingdom: Qualitative Study. JMIR Formative Research 2023;7:e43037 View
- Qian Y, Liu Z, Lee E, Wang Y, Ni Z. Exploring the Incentive Function of Virtual Academic Degrees in a Chinese Online Smoking Cessation Community: Qualitative Content Analysis. Journal of Medical Internet Research 2023;25:e42260 View
- Tran D, Davis J, Ring C, Buch K, Fitzke R, Pedersen E. Informing the development of interventions for e-cigarette use and prevention of transition to cigarette smoking in young adults: A qualitative study. Preventive Medicine Reports 2023;35:102332 View
- Lieder F, Chen P, Prentice M, Amo V, Tošić M. Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study. JMIR Serious Games 2024;12:e43078 View
- Li Y, Luk T, Cheung Y, Zhao S, Zeng Y, Tong H, Lai V, Wang M. Engagement With a Mobile Chat-Based Intervention for Smoking Cessation. JAMA Network Open 2024;7(6):e2417796 View
- Alzghoul B. The Effectiveness of Gamification in Changing Health-related Behaviors: A Systematic Review and Meta-analysis. The Open Public Health Journal 2024;17(1) View
- Nishi S, Kavanagh M, Ramboanga K, Ayoub-Charette S, Modol S, Dias G, Kendall C, Sievenpiper J, Chiavaroli L. Effect of digital health applications with or without gamification on physical activity and cardiometabolic risk factors: a systematic review and meta-analysis of randomized controlled trials. eClinicalMedicine 2024;76:102798 View
- Kelders S, Kip H, Beerlage-de Jong N, Köhle N. What does it mean to be engaged with digital health interventions? A qualitative study into the experiences of engaged users and the views of professionals. DIGITAL HEALTH 2024;10 View
- White J, Toussaert S, Raiff B, Salem M, Chiang A, Crane D, Warrender E, Lyles C, Abroms L, Westmaas J, Thrul J. Evaluating the Impact of a Game (Inner Dragon) on User Engagement Within a Leading Smartphone App for Smoking Cessation: Randomized Controlled Trial. Journal of Medical Internet Research 2024;26:e57839 View
- Khalil G, Ramirez E, Khan M, Zhao B, Ribeiro N, Balian P. Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. JMIR Serious Games 2024;12:e63296 View
Books/Policy Documents
- Sañudo-Corrales B, Sánchez-Oliver A, del Río-Rama M. Cultural and Creative Industries. View
- Mishra S, Kulshreshtha D, Srivastava A, Gandhi A, Rastogi M. Application of Gaming in New Media Marketing. View
- Coziahr K, Stanley L, Perez-Litwin A, Lundberg C, Litwin A. Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture. View
- Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. View