Published on in Vol 5, No 2 (2017): Apr-Jun

Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study

Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study

Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study

Authors of this article:

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

Journals

  1. Kaufman N, Dadashi M. Using Digital Health Technology to Prevent and Treat Diabetes. Diabetes Technology & Therapeutics 2018;20(S1):S-71 View
  2. Abdul Rahim M, Thomas R. Gamification of Medication Adherence in Epilepsy. Seizure 2017;52:11 View
  3. Jibb L, Stevens B, Nathan P, Seto E, Cafazzo J, Johnston D, Hum V, Stinson J. Perceptions of Adolescents With Cancer Related to a Pain Management App and Its Evaluation: Qualitative Study Nested Within a Multicenter Pilot Feasibility Study. JMIR mHealth and uHealth 2018;6(4):e80 View
  4. Giunti G, Guisado Fernández E, Dorronzoro Zubiete E, Rivera Romero O. Supply and Demand in mHealth Apps for Persons With Multiple Sclerosis: Systematic Search in App Stores and Scoping Literature Review. JMIR mHealth and uHealth 2018;6(5):e10512 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. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  7. 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
  8. 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
  9. Sarasmita M, Larasanty L, Kuo L, Cheng K, Chen H. A Computer-Based Interactive Narrative and a Serious Game for Children With Asthma: Development and Content Validity Analysis. Journal of Medical Internet Research 2021;23(9):e28796 View
  10. Arouca M, Neves I, Barreto M, Cruz C, Brito R. Gamification Frameworks and Models for Health Contexts. International Journal for Innovation Education and Research 2021;9(9):374 View
  11. Abas S, Ismail N, Zakaria Y, Ismail I, Mat Zain N, Yasin S, Ibrahim K, Razali A, Mohd Yusoff M, Ahmad N, Chinnayah T. A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study. JMIR Serious Games 2023;11:e43047 View
  12. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019 View
  13. Vacchi L, Zirone E, Strina V, Cavaletti G, Ferrarese C. Mobile Applications to Support Multiple Sclerosis Communities: The Post-COVID-19 Scenario. Telemedicine and e-Health 2024;30(6):e1615 View
  14. Norouzkhani N, Norouzi S, Faramarzi M, Bahari A, Shirvani J, Eslami S, Tabesh H. Developing and evaluating a gamified self-management application for inflammatory bowel disease using the ADDIE model and Sukr framework. BMC Medical Informatics and Decision Making 2025;25(1) View
  15. Mohite R, Chaurasiya R, Sharma S, Akre S, Rajawat A, Rodrigus K. Gamification in management education: Enhancing MBA student engagement and performance through game-based learning technologies. Indonesian Journal of Educational Management and Leadership 2025;3(2):95 View

Books/Policy Documents

  1. Altuwayrib S, Win K, Freeman M. Persuasive Technology. View
  2. Cabascango S, Andrango I, Guerrero G. Sustainable, Innovative and Intelligent Societies and Cities. View
  3. Szymanski M, Van Houdt L, De Croon R, Verbert K, Abeele V. Pervasive Computing Technologies for Healthcare. View

Conference Proceedings

  1. Yahizan S, Zain N, Razak F. 2023 IEEE 21st Student Conference on Research and Development (SCOReD). Playing for Wellness: A Review on Pioneering a Gamified Mobile Health Framework View