Published on in Vol 7, No 3 (2019): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13776, first published .
Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study

Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study

Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study

Journals

  1. Haga S. Toward digital-based interventions for medication adherence and safety. Expert Opinion on Drug Safety 2020;19(6):735 View
  2. Santana C, Freitas A, Oliveira Barreto G, Sousa De Avelar I, Mazaro-Costa R, Bueno G, Ribeiro D, Damasceno Silva G, Naghettini A. Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation. JMIR Serious Games 2020;8(3):e17979 View
  3. Majid E, Garcia J, Nordin A, Raffe W. Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer Patients. IEEE Transactions on Games 2020;12(4):367 View
  4. Duettmann W, Naik M, Zukunft B, Osmonodja B, Bachmann F, Choi M, Roller R, Mayrdorfer M, Halleck F, Schmidt D, Budde K. eHealth in transplantation. Transplant International 2021;34(1):16 View
  5. Lau N, Waldbaum S, Parigoris R, O'Daffer A, Walsh C, Colt S, Yi-Frazier J, Palermo T, McCauley E, Rosenberg A. eHealth and mHealth Psychosocial Interventions for Youths With Chronic Illnesses: Systematic Review. JMIR Pediatrics and Parenting 2020;3(2):e22329 View
  6. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  7. Frasier K, Burker E, Chan D. Tablet therapy as an assistive technology-based treatment for anxiety in pediatric oncology. Assistive Technology 2022;34(5):533 View
  8. Sakellari E, Notara V, Lagiou A, Fatkulina N, Ivanova S, Korhonen J, Kregar Velikonja N, Lalova V, Laaksonen C, Petrova G, Lahti M. Mental Health and Wellbeing at Schools: Health Promotion in Primary Schools with the Use of Digital Methods. Children 2021;8(5):345 View
  9. 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
  10. Rantala A, Vuorinen A, Koivisto J, Similä H, Helve O, Lahdenne P, Pikkarainen M, Haljas K, Pölkki T. A gamified mobile health intervention for children in day surgery care: Protocol for a randomized controlled trial. Nursing Open 2022;9(2):1465 View
  11. Fleming J, Pollock M, Taber D, McGillicuddy J, Diamantidis C, Docherty S, Chambers E. Review and Evaluation of mHealth Apps in Solid Organ Transplantation: Past, Present, and Future. Transplantation Direct 2022;8(3):e1298 View
  12. Zhao A, Larbi M, Miller K, O'Neill S, Jayasekera J. A scoping review of interactive and personalized web-based clinical tools to support treatment decision making in breast cancer. The Breast 2022;61:43 View
  13. Hill C, Reardon T, Taylor L, Creswell C. Online Support and Intervention for Child Anxiety (OSI): Development and Usability Testing. JMIR Formative Research 2022;6(4):e29846 View
  14. Mirzaie K, Burns-Gebhart A, Meyerheim M, Sander A, Graf N. Emotion Regulation Flexibility and Electronic Patient-Reported Outcomes: A Framework for Understanding Symptoms and Affect Dynamics in Pediatric Psycho-Oncology. Cancers 2022;14(16):3874 View
  15. Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz L, González-Garrido C, Porras-Segovia A. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. Current Psychiatry Reports 2022;24(1):23 View
  16. Shrestha S, Aggarwal A, Vento P. Intervention Framework to Develop Steeling Effect through Interactive Gaming Technologies. Journal of Technology in Behavioral Science 2023;8(2):167 View
  17. Gliosci R, Barros Pontes e Silva T. Therapeutic Interventions with Videogames in Treatments for Depression: A Systematic Review. Games for Health Journal 2023;12(4):269 View
  18. Weisz J, Fitzpatrick O, Venturo‐Conerly K, Sternberg A, Steinberg J, Ng M. Research Review: The internalizing paradox – youth anxiety and depression symptoms, psychotherapy outcomes, and implications for research and practice. Journal of Child Psychology and Psychiatry 2023;64(12):1720 View
  19. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  20. Ohr S, Ball J, Teber E, Ferguson J, Petherbridge R, Giles M. Effectiveness of HealthTracker for post‐caesarean section surgical site infection surveillance: An intervention study. Nursing & Health Sciences 2024;26(1) View
  21. Kamil D, Wojcik K, Smith L, Zhang J, Wilson O, Butera G, Jayasekera J. A Scoping Review of Personalized, Interactive, Web-Based Clinical Decision Tools Available for Breast Cancer Prevention and Screening in the United States. MDM Policy & Practice 2024;9(1) View
  22. Tandon A, Dhir A, Islam N. Mobile Health Interventions for Cancer Care and Support: The Next Level of Digitalization in Healthcare?. IEEE Transactions on Engineering Management 2024;71:6173 View
  23. Gómez-Cambronero Á, Mann A, Mira A, Doherty G, Casteleyn S. Smartphone-based serious games for mental health: a scoping review. Multimedia Tools and Applications 2024;83(36):84047 View
  24. Abuyadek R, Hammouda E, Elrewany E, Elmalawany D, Ashmawy R, Zeina S, Gebreal A, Ghazy R. Acceptability of Tele-mental Health Services Among Users: A Systematic Review and Meta-analysis. BMC Public Health 2024;24(1) View
  25. Kim S, Wilson P, Abraham O. Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review. JMIR Serious Games 2024;12:e58724 View
  26. Court R, Swallow V, El-Yousfi S, Gray-Burrows K, Sotir F, Wheeler G, Kellar I, Lee J, Mitchell R, Mlynarczyk W, Ramavath A, Dimitri P, Phillips B, Prodgers L, Pownall M, Kowalczyk M, Branchflower J, Powell L, Bhanbhro S, Weighall A, Martin-Kerry J. Children and young people’s preferences and needs when using health technology to self-manage a long-term condition: a scoping review. Archives of Disease in Childhood 2024;109(10):826 View
  27. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review. Medicina 2024;60(12):2085 View

Books/Policy Documents

  1. Perasso G. Handbook of Research on Play Specialism Strategies to Prevent Pediatric Hospitalization Trauma. View
  2. Yang L, Gottlieb M. Learning in the Age of Digital and Green Transition. View
  3. Peters K, Ghessas O, Hlavacs H, Lawitschka A. Serious Games. View