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

Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

Journals

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. Foscht T, Lin Y, Eisingerich A. Blinds up or down?. European Journal of Marketing 2018;52(3/4):476 View
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. Caliskan Y, Entezari R, Eßer M, Ezold U, Gelfart D, Mariami H, Beutelspacher L. Spielend heilen. Information - Wissenschaft & Praxis 2018;69(1):47 View
  25. 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
  26. 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
  27. Hoffmann G, Pfeiffer J. Gameful Learning for a More Sustainable World. Business & Information Systems Engineering 2022;64(4):459 View
  28. DUĞAN Ö. Dijital Çağda Öğrenme Aracı Olarak Oyunlaştırmanın Sağlık Okuryazarlığı Üzerindeki Rolü. TRT Akademi 2022 View
  29. 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
  30. 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
  31. 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
  32. Tanouri A, Kennedy A, Veer E. A conceptual framework for transformative gamification services. Journal of Services Marketing 2022;36(2):185 View
  33. 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
  34. 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
  35. 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
  36. 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
  37. 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
  38. 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

Books/Policy Documents

  1. Sañudo-Corrales B, Sánchez-Oliver A, del Río-Rama M. Cultural and Creative Industries. View
  2. Mishra S, Kulshreshtha D, Srivastava A, Gandhi A, Rastogi M. Application of Gaming in New Media Marketing. View
  3. 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
  4. Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. View