Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Monday, March 11, 2019 at 4:00 PM to 4:30 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Citing this Article

Right click to copy or hit: ctrl+c (cmd+c on mac)

Published on 10.05.18 in Vol 6, No 2 (2018): April-June

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

Works citing "Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.8902):

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

  1. Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717
    CrossRef
  2. Gonsalves PP, Hodgson ES, Kumar A, Aurora T, Chandak Y, Sharma R, Michelson D, Patel V. Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India. Frontiers in Public Health 2019;7
    CrossRef
  3. Wray TB, Pérez AE, Celio MA, Carr DJ, Adia AC, Monti PM. Exploring the Use of Smartphone Geofencing to Study Characteristics of Alcohol Drinking Locations in High‐Risk Gay and Bisexual Men. Alcoholism: Clinical and Experimental Research 2019;43(5):900
    CrossRef
  4. Rodenburg FJ, Sawada Y, Hayashi N. Improving RNN Performance by Modelling Informative Missingness with Combined Indicators. Applied Sciences 2019;9(8):1623
    CrossRef
  5. Silk JS, Pramana G, Sequeira SL, Lindhiem O, Kendall PC, Rosen D, Parmanto B. Using a Smartphone App and Clinician Portal to Enhance Brief Cognitive Behavioral Therapy for Childhood Anxiety Disorders. Behavior Therapy 2019;
    CrossRef