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 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