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

Gamification in Stress Management Apps: A Critical App Review

Gamification in Stress Management Apps: A Critical App Review

Gamification in Stress Management Apps: A Critical App Review

Journals

  1. Smyth A, Syrek C, Reins J, Domin M, Janneck M, Lehr D. User experience predicts the effectiveness of a gamified recovery app. Prävention und Gesundheitsförderung 2018;13(4):319 View
  2. Zhang M, Ying J, Song G, Fung D, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640 View
  3. Priesterroth L, Grammes J, Holtz K, Reinwarth A, Kubiak T. Gamification and Behavior Change Techniques in Diabetes Self-Management Apps. Journal of Diabetes Science and Technology 2019;13(5):954 View
  4. Heidel A, Hagist C. Potential Benefits and Risks Resulting From the Introduction of Health Apps and Wearables Into the German Statutory Health Care System: Scoping Review. JMIR mHealth and uHealth 2020;8(9):e16444 View
  5. Zhang M, Heng S, Song G, Fung D, Smith H. Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study. JMIR mHealth and uHealth 2019;7(10):e15871 View
  6. Apolinário-Hagen J, Hennemann S, Fritsche L, Drüge M, Breil B. Determinant Factors of Public Acceptance of Stress Management Apps: Survey Study. JMIR Mental Health 2019;6(11):e15373 View
  7. Paldán K, Simanovski J, Ullrich G, Steinmetz M, Rammos C, Jánosi R, Moebus S, Rassaf T, Lortz J. Feasibility and Clinical Relevance of a Mobile Intervention Using TrackPAD to Support Supervised Exercise Therapy in Patients With Peripheral Arterial Disease: Study Protocol for a Randomized Controlled Pilot Trial. JMIR Research Protocols 2019;8(6):e13651 View
  8. Cheng V, Davenport T, Johnson D, Vella K, Mitchell J, Hickie I. An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process. JMIR Mental Health 2018;5(4):e11068 View
  9. Zhang M, Ying J, Ho R. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154 View
  10. Nakao M. Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: a review of recent literature. BioPsychoSocial Medicine 2019;13(1) View
  11. Smyth A, de Bloom J, Syrek C, Domin M, Janneck M, Reins J, Lehr D. Efficacy of a smartphone-based intervention — “Holidaily” — promoting recovery behaviour in workers after a vacation: study protocol for a randomised controlled trial. BMC Public Health 2020;20(1) View
  12. Zhang M, Heng S, Song G, Fung D, Smith H. Codesigning a mobile gamified attention bias modification intervention: research protocol. BMJ Open 2019;9(10):e031897 View
  13. De Witte N, Buyck I, Van Daele T. Combining Biofeedback with Stress Management Interventions: A Systematic Review of Physiological and Psychological Effects. Applied Psychophysiology and Biofeedback 2019;44(2):71 View
  14. Zhang M, Ying J, Song G, Ho R. A review of gamification approaches in commercial cognitive bias modification gaming applications. Technology and Health Care 2018;26(6):933 View
  15. Hoffmann A, Faust-Christmann C, Zolynski G, Bleser G. Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study. JMIR Formative Research 2020;4(5):e13170 View
  16. Militello L, Hanna N, Nigg C. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679 View
  17. Drissi N, Ouhbi S, Janati Idrissi M, Ghogho M. An analysis on self-management and treatment-related functionality and characteristics of highly rated anxiety apps. International Journal of Medical Informatics 2020;141:104243 View
  18. Cheng V, Davenport T, Johnson D, Vella K, Hickie I. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717 View
  19. Zhang M, Vallabhajosyula R, Fung D. Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study. JMIR Research Protocols 2020;9(12):e24078 View
  20. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  21. 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
  22. Auf H, Dagman J, Renström S, Chaplin J. GAMIFICATION AND NUDGING TECHNIQUES FOR IMPROVING USER ENGAGEMENT IN MENTAL HEALTH AND WELL-BEING APPS. Proceedings of the Design Society 2021;1:1647 View
  23. Cheng C, Chau C. Gamification-based intervention for enhancing team effectiveness and coping flexibility: Randomized controlled trial. Frontiers in Psychiatry 2022;13 View
  24. Mustafa A, Ali N, Dhillon J, Alkawsi G, Baashar Y. User Engagement and Abandonment of mHealth: A Cross-Sectional Survey. Healthcare 2022;10(2):221 View
  25. Nicolaidou I, Aristeidis L, Lambrinos L. A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study. DIGITAL HEALTH 2022;8:205520762211090 View
  26. Nicolaidou I, Tozzi F, Antoniades A. A gamified app on emotion recognition and anger management for pre-school children. International Journal of Child-Computer Interaction 2022;31:100449 View
  27. Zhang M, Ranganath V. An Emotional Bias Modification for Children With Attention-Deficit/Hyperactivity Disorder: Co-design Study. JMIR Formative Research 2022;6(12):e36390 View
  28. Mistarz N, Nielsen A, Andersen K, Goudriaan A, Skøt L, Mathiasen K, Michel T, Mellentin A. Brain+ AlcoRecover: A Randomized Controlled Pilot-Study and Feasibility Study of Multiple-Domain Cognitive Training Using a Serious Gaming App for Treating Alcohol Use Disorders. Frontiers in Psychiatry 2021;12 View
  29. Mellentin A, Cox W, Fadardi J, Martinussen L, Mistarz N, Skøt L, Rømer Thomsen K, Mathiasen K, Lichtenstein M, Nielsen A. A Randomized Controlled Trial of Attentional Control Training for Treating Alcohol Use Disorder. Frontiers in Psychiatry 2021;12 View
  30. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  31. Militello L, Sobolev M, Okeke F, Adler D, Nahum-Shani I. Digital Prompts to Increase Engagement With the Headspace App and for Stress Regulation Among Parents: Feasibility Study. JMIR Formative Research 2022;6(3):e30606 View
  32. Heidel A, Hagist C, Spinler S, Schoeneberger M. Removing Dust From the German Health Care System by Introducing Health Apps Into Standard Care: Semistructured Interview Study. JMIR Human Factors 2023;10:e42186 View
  33. Paganini S, Meier E, Terhorst Y, Wurst R, Hohberg V, Schultchen D, Strahler J, Wursthorn M, Baumeister H, Messner E. Stress Management Apps: Systematic Search and Multidimensional Assessment of Quality and Characteristics. JMIR mHealth and uHealth 2023;11:e42415 View
  34. Althammer S, Wöhrmann A, Michel A. How Positive Activities Shape Emotional Exhaustion and Work-Life Balance: Effects of an Intervention via Positive Emotions and Boundary Management Strategies. Occupational Health Science 2024;8(1):43 View
  35. Vasil S, Xinxo S, Alia A, Muça K, Tresa E, Burazeri G. Digital applications as a means for promotion of healthy behaviours among Albanian children. Health Promotion International 2023;38(4) View
  36. Manning J, Blandford A, Edbrooke-Childs J. High School Teachers’ Experiences of Consumer Technologies for Stress Management During the COVID-19 Pandemic: Qualitative Study. JMIR Formative Research 2023;7:e50460 View
  37. Althammer S, Wöhrmann A, Michel A. Comparing Web-Based and Blended Training for Coping With Challenges of Flexible Work Designs: Randomized Controlled Trial. Journal of Medical Internet Research 2023;25:e42510 View
  38. Mahmoudi E, Yejong Yoo P, Chandra A, Cardoso R, Denner Dos Santos C, Majnemer A, Shikako K. Gamification in Mobile Applications for Children with Disabilities: A Scoping Review (Preprint). JMIR Serious Games 2023 View

Books/Policy Documents

  1. Christmann C, Hoffmann A, Zolynski G, Bleser G. HCI International 2018 – Posters' Extended Abstracts. View
  2. Hoffmann A, Faust-Christmann C, Zolynski G, Bleser G. Design, User Experience, and Usability. Application Domains. View
  3. Christmann C, Zolynski G, Hoffmann A, Bleser G. Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). View
  4. Sinha N. IoT in Healthcare and Ambient Assisted Living. View
  5. Six S, Harris M, Winterlind E, Byrne K. HCI International 2021 - Late Breaking Posters. View
  6. Bamberg E, Tanner G. Handbuch Gesundheitsförderung bei der Arbeit. View
  7. Bamberg E, Tanner G. Handbuch Gesundheitsförderung bei der Arbeit. View
  8. Tuomi P, Fager K, Multisilta J. Handbook of Research on Gamification Dynamics and User Experience Design. View
  9. Lampert C, Tolks D. Gesundheitskompetenz. View
  10. Lampert C, Tolks D. Gesundheitskompetenz. View
  11. Santos Faria C, Cesário V, Campos P, Satar M, Alvadia T. HCI International 2024 Posters. View