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

Journals
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 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
- 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
- Cheng C, Chau C. Gamification-based intervention for enhancing team effectiveness and coping flexibility: Randomized controlled trial. Frontiers in Psychiatry 2022;13 View
- 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
- 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
- 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
- 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
- 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
- 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
- Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
- 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
Books/Policy Documents
- Christmann C, Hoffmann A, Zolynski G, Bleser G. HCI International 2018 – Posters' Extended Abstracts. View
- Hoffmann A, Faust-Christmann C, Zolynski G, Bleser G. Design, User Experience, and Usability. Application Domains. View
- Christmann C, Zolynski G, Hoffmann A, Bleser G. Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). View
- Sinha N. IoT in Healthcare and Ambient Assisted Living. View
- Six S, Harris M, Winterlind E, Byrne K. HCI International 2021 - Late Breaking Posters. View
- Bamberg E, Tanner G. Handbuch Gesundheitsförderung bei der Arbeit. View
- Bamberg E, Tanner G. Handbuch Gesundheitsförderung bei der Arbeit. View
- Tuomi P, Fager K, Multisilta J. Handbook of Research on Gamification Dynamics and User Experience Design. View
- Lampert C, Tolks D. Gesundheitskompetenz. View