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Published on 07.06.17 in Vol 5, No 2 (2017): Apr-Jun

This paper is in the following e-collection/theme issue:

Works citing "Gamification in Stress Management Apps: A Critical App Review"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.7216):

(note that this is only a small subset of citations)

  1. Smyth A, Syrek C, Reins JA, Domin M, Janneck M, Lehr D. User experience predicts the effectiveness of a gamified recovery app. Prävention und Gesundheitsförderung 2018;13(4):319
    CrossRef
  2. Zhang M, Ying J, Song G, Fung DS, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640
    CrossRef
  3. Zhang MW, Ying JB, Song G, Ho RC. A review of gamification approaches in commercial cognitive bias modification gaming applications. Technology and Health Care 2018;26(6):933
    CrossRef
  4. Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
    CrossRef
  5. Cheng VWS, Davenport TA, Johnson D, Vella K, Mitchell J, Hickie IB. 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
    CrossRef
  6. Zhang M, Ying J, Ho RC. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.7216)

:
  1. Christmann CA, Zolynski G, Hoffmann A, Bleser G. Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). 2019. Chapter 17:121
    CrossRef
  2. Christmann CA, Hoffmann A, Zolynski G, Bleser G. HCI International 2018 – Posters' Extended Abstracts. 2018. Chapter 52:387
    CrossRef