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

Journals
- Schlam T, Baker T. Playing Around with Quitting Smoking: A Randomized Pilot Trial of Mobile Games as a Craving Response Strategy. Games for Health Journal 2020;9(1):64 View
- Carreiro S, Chai P, Carey J, Lai J, Smelson D, Boyer E. mHealth for the Detection and Intervention in Adolescent and Young Adult Substance Use Disorder. Current Addiction Reports 2018;5(2):110 View
- Taylor S, Ferguson C, Peng F, Schoeneich M, Picard R. Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial. Journal of Medical Internet Research 2019;21(1):e11683 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
- 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
- Vilardaga R, Casellas-Pujol E, McClernon J, Garrison K. Mobile Applications for the Treatment of Tobacco Use and Dependence. Current Addiction Reports 2019;6(2):86 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
- Aida A, Svensson T, Svensson A, Chung U, Yamauchi T. eHealth Delivery of Educational Content Using Selected Visual Methods to Improve Health Literacy on Lifestyle-Related Diseases: Literature Review. JMIR mHealth and uHealth 2020;8(12):e18316 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
- Fränti P, Fazal N. Design Principles for Content Creation in Location-based Games. ACM Transactions on Multimedia Computing, Communications, and Applications 2023 View
- Upton C, Nastasi J, Raiff B. Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study. JMIR Serious Games 2022;10(1):e30949 View
- Barnes S, Prescott J, Adams J. Initial evaluation of a mobile therapeutic game for adolescent anxiety disorders. Mental Health and Social Inclusion 2022 View
- Gavin J, Barnes S. Research protocol for a preliminary evaluation of a gamified tool for adult wellbeing. Mental Health and Social Inclusion 2023 View
- Conn C, Patel A, Gavin J, Granda-Salazar M, Williams A, Barnes S. “Development and evaluation of perspective: counselling simulator”: a gamified tool for developing risk-assessment skills in trainee counsellors. Mental Health and Social Inclusion 2023 View
Books/Policy Documents
- Ferguson S, Jahnel T, Elliston K, Shiffman S. The Cambridge Handbook of Research Methods in Clinical Psychology. View
- . The Cambridge Handbook of Research Methods in Clinical Psychology. View
- Barnes S, Bradley M, Williams A. Research Anthology on Game Design, Development, Usage, and Social Impact. View
- Barnes S, Bradley M, Williams A. Digital Innovations for Mental Health Support. View