Published on in Vol 7, No 1 (2019): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11444, first published .
Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial

Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial

Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial

Journals

  1. Plangger K, Campbell C, Robson K, Montecchi M. Little rewards, big changes: Using exercise analytics to motivate sustainable changes in physical activity. Information & Management 2022;59(5):103216 View
  2. Thomas T, Sivakumar V, Babichenko D, Grieve V, Klem M. Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review. JMIR Serious Games 2020;8(3):e18687 View
  3. Ramachandran V, Bashyam A, Feldman S. A new spin on improving adherence. Journal of Dermatological Treatment 2019;30(7):631 View
  4. Litvin S, Saunders R, Maier M, Lüttke S, Matsuoka Y. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial. PLOS ONE 2020;15(9):e0237220 View
  5. Damschroder L, Buis L, McCant F, Kim H, Evans R, Oddone E, Bastian L, Hooks G, Kadri R, White-Clark C, Richardson C, Gierisch J. Effect of Adding Telephone-Based Brief Coaching to an mHealth App (Stay Strong) for Promoting Physical Activity Among Veterans: Randomized Controlled Trial. Journal of Medical Internet Research 2020;22(8):e19216 View
  6. Young S. The Adaptive Behavioral Components (ABC) Model for Planning Longitudinal Behavioral Technology-Based Health Interventions: A Theoretical Framework. Journal of Medical Internet Research 2020;22(6):e15563 View
  7. Ingadottir B, Jaarsma T, Klompstra L, Aidemark J, Askenäs L, Bahat Y, Ben Gal O, Berglund A, Berglund E, Höchsmann C, Plotnik M, Trappenburg J, Schmidt-Trucksäss A, Strömberg A. Let the games begin: Serious games in prevention and rehabilitation to improve outcomes in patients with cardiovascular disease. European Journal of Cardiovascular Nursing 2020;19(7):558 View
  8. van der Lubbe L, Gerritsen C, Klein M, Hindriks K. Empowering vulnerable target groups with serious games and gamification. Entertainment Computing 2021;38:100402 View
  9. Simmich J, Mandrusiak A, Smith S, Hartley N, Russell T. A Co-Designed Active Video Game for Physical Activity Promotion in People With Chronic Obstructive Pulmonary Disease: Pilot Trial. JMIR Serious Games 2021;9(1):e23069 View
  10. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  11. Tong H, Quiroz J, Kocaballi A, Fat S, Dao K, Gehringer H, Chow C, Laranjo L. Personalized mobile technologies for lifestyle behavior change: A systematic review, meta-analysis, and meta-regression. Preventive Medicine 2021;148:106532 View
  12. Davis A, Parker H, Gallagher R. Gamified applications for secondary prevention in patients with high cardiovascular disease risk: A systematic review of effectiveness and acceptability. Journal of Clinical Nursing 2021;30(19-20):3001 View
  13. Sluijs T, Lokkers L, Özsezen S, Veldhuis G, Wortelboer H. An Innovative Approach for Decision-Making on Designing Lifestyle Programs to Reduce Type 2 Diabetes on Dutch Population Level Using Dynamic Simulations. Frontiers in Public Health 2021;9 View
  14. Carraça E, Encantado J, Battista F, Beaulieu K, Blundell J, Busetto L, van Baak M, Dicker D, Ermolao A, Farpour‐Lambert N, Pramono A, Woodward E, Bellicha A, Oppert J. Effective behavior change techniques to promote physical activity in adults with overweight or obesity: A systematic review and meta‐analysis. Obesity Reviews 2021;22(S4) View
  15. Emberson M, Lalande A, Wang D, McDonough D, Liu W, Gao Z, Abreu M. Effectiveness of Smartphone-Based Physical Activity Interventions on Individuals’ Health Outcomes: A Systematic Review. BioMed Research International 2021;2021:1 View
  16. Jiménez-Chala E, Durantez-Fernández C, Martín-Conty J, Mohedano-Moriano A, Martín-Rodríguez F, Polonio-López B. Use of Mobile Applications to Increase Therapeutic Adherence in Adults: A Systematic Review. Journal of Medical Systems 2022;46(12) View
  17. Lewis B, Schuver K, Dunsiger S, Nuhmani S. Evaluating the feasibility and efficacy of a home-based combined high intensity interval and moderate intensity training program for increasing physical activity among low-active adults: A randomized pilot trial. PLOS ONE 2023;18(2):e0281985 View
  18. Xu L, Shi H, Shen M, Ni Y, Zhang X, Pang Y, Yu T, Lian X, Yu T, Yang X, Li F. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review. JMIR mHealth and uHealth 2022;10(2):e27794 View
  19. Rubio V, Olmedilla A. Gamifying App-Based Low-Intensity Psychological Interventions to Prevent Sports Injuries in Young Athletes: A Review and Some Guidelines. International Journal of Environmental Research and Public Health 2021;18(24):12997 View
  20. Quazi S, Malik J. A Systematic Review of Personalized Health Applications through Human–Computer Interactions (HCI) on Cardiovascular Health Optimization. Journal of Cardiovascular Development and Disease 2022;9(8):273 View
  21. Gass F, Halle M, Mueller S. Telemedicine acceptance and efficacy in the context of preventive cardiology interventions: A systematic review. DIGITAL HEALTH 2022;8:205520762211141 View
  22. McVicar J, Nourse R, Keske M, Maddison R. Development of a behavioural support intervention for e-bike use in Australia. BMC Public Health 2022;22(1) View
  23. Mouchabac S, Maatoug R, Conejero I, Adrien V, Bonnot O, Millet B, Ferreri F, Bourla A. In Search of Digital Dopamine: How Apps Can Motivate Depressed Patients, a Review and Conceptual Analysis. Brain Sciences 2021;11(11):1454 View
  24. Lim Y, Ho B, Goh Y. Effectiveness of game‐based exercise interventions on modifiable cardiovascular risk factors of individuals with type two diabetes mellitus: A systematic review and meta‐analysis. Worldviews on Evidence-Based Nursing 2023;20(4):377 View
  25. Cucciniello M, Petracca F, Ciani O, Tarricone R. Development features and study characteristics of mobile health apps in the management of chronic conditions: a systematic review of randomised trials. npj Digital Medicine 2021;4(1) View
  26. Yang Y, Boulton E, Todd C. Measurement of Adherence to mHealth Physical Activity Interventions and Exploration of the Factors That Affect the Adherence: Scoping Review and Proposed Framework. Journal of Medical Internet Research 2022;24(6):e30817 View
  27. Yuan Y, Lin L, Zhang N, Xie C, Liang J, Qi Y, Dong B, Tian L. Effects of Home-Based Walking on Cancer-Related Fatigue in Patients With Breast Cancer: A Meta-analysis of Randomized Controlled Trials. Archives of Physical Medicine and Rehabilitation 2022;103(2):342 View
  28. Koch A, Mønster D, Nafziger J, Veflen N. Fostering safe food handling among consumers: Causal evidence on game- and video-based online interventions. Food Control 2022;135:108825 View
  29. Mazeas A, Duclos M, Pereira B, Chalabaev A. Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials. Journal of Medical Internet Research 2022;24(1):e26779 View
  30. Westenhaver Z, Africa R, Zimmerer R, McKinnon B. Gamification in otolaryngology: A narrative review. Laryngoscope Investigative Otolaryngology 2022;7(1):291 View
  31. Rören A, Yagappa D, Théry C, Lefèvre-Colau M, Rannou F, Nguyen C. Remote telerehabilitation to maintain adherence to home-based exercise therapy in people with musculoskeletal disorders: A pilot study. Annals of Physical and Rehabilitation Medicine 2023;66(5):101723 View
  32. Mazéas A, Chalabaev A, Blond M, Pereira B, Duclos M. Digital intervention promoting physical activity among obese people (DIPPAO) randomised controlled trial: study protocol. BMJ Open 2022;12(6):e058015 View
  33. Mubeen F, Low Wang C, Al Maradni A, Shivaswamy V, Sadhu A. Digital Health and Shared Decision-Making in Diabetes Care – A Survey Initiative in Patients and Clinicians. Endocrine Practice 2023;29(7):538 View
  34. Brady V, Mathew Joseph N, Ju H. Impact of Gaming (Gamification) on Diabetes Self-Care Behaviors and Glycemic Outcomes Among Adults With Type 2 Diabetes. The Science of Diabetes Self-Management and Care 2023;49(6):493 View
  35. Jooste B, Kolivas D, Brukner P, Moschonis G. Effectiveness of Technology-Enabled, Low Carbohydrate Dietary Interventions, in the Prevention or Treatment of Type 2 Diabetes Mellitus in Adults: A Systematic Literature Review of Randomised Controlled and Non-Randomised Trials. Nutrients 2023;15(20):4362 View
  36. Milne-Ives M, Homer S, Andrade J, Meinert E. Potential associations between behavior change techniques and engagement with mobile health apps: a systematic review. Frontiers in Psychology 2023;14 View
  37. Monroe C, Cai B, Edney S, Jake-Schoffman D, Brazendale K, Bucko A, Armstrong B, Yang C, Turner-McGrievy G. Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot. International Journal of Behavioral Nutrition and Physical Activity 2023;20(1) View
  38. Yfantidou S, Sermpezis P, Vakali A. 14 Years of Self-Tracking Technology for mHealth—Literature Review: Lessons Learned and the PAST SELF Framework. ACM Transactions on Computing for Healthcare 2023;4(3):1 View
  39. 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
  40. Ossenbrink L, Haase T, Timpel P, Schoffer O, Scheibe M, Schmitt J, Deckert S, Harst L. Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review. JMIR Serious Games 2023;11:e44132 View
  41. Rivera-Romero O, Gabarron E, Ropero J, Denecke K. Designing personalised mHealth solutions: An overview. Journal of Biomedical Informatics 2023;146:104500 View
  42. Bofala M, Benhoumane A. Application de la gamification pour améliorer l’apprenance des collaborateurs. Innovations 2024;N° 73(1):25 View
  43. Park K, Hwang S. Effects of a Remote Physical Activity Improvement Program on Male Office Workers with Metabolic Syndrome in Their 30s and 40s with Sedentary Behavior: A Randomized Controlled Trial. Asian Nursing Research 2024;18(2):81 View
  44. Zhu Y, Long Y, Wang H, Lee K, Zhang L, Wang S. Digital Behavior Change Intervention Designs for Habit Formation: Systematic Review. Journal of Medical Internet Research 2024;26:e54375 View
  45. Huang X, Ali N, Sahrani S. Evolution and Future of Serious Game Technology for Older Adults. Information 2024;15(7):385 View

Books/Policy Documents

  1. Ramachandran V, Cline A, Hawkins S. Treatment Adherence in Dermatology. View
  2. Lee G, Julien C. Pervasive Computing Technologies for Healthcare. View
  3. Chen Y, Chen C, Chen H. Human-Computer Interaction. View
  4. de Oliveira R, Oinas-Kukkonen H. Persuasive Technology. View