Published on in Vol 9, No 1 (2021): Jan-Mar
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/16458, first published
.

Journals
- Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602 View
- Doonan N, Oliveira L, Ravenelle C. Expanding the magic circle: Immersive storytelling that trains environmental perception. Convergence: The International Journal of Research into New Media Technologies 2025;31(1):169 View
- Kai L, Tan W, Saari E. Dimensions of Interactive Pervasive Game Design: Systematic Review. JMIR Serious Games 2023;11:e42878 View
- Chan G, Banire B, Anukem S, Imran M, Meena S, Nwagu C, Oyebode O, Alslaity A, Arya A, Orji R. Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future Research. International Journal of Human–Computer Interaction 2025;41(10):5894 View
- Chen L, Jang F, Li M, Zong W, Yu H. Effectiveness of mHealth-Based Gamified Interventions on Physical Activity in Older Adults: Systematic Review. JMIR Aging 2025;8:e78686 View
- Salami A, Papastylianou T, Adeoye M, Ronayne J, Bixby H, Stawski R, Fromson B, Doltis M, Mahmoud O, Di Cesare M. Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry. JMIR Serious Games 2026;14:e80684 View
Books/Policy Documents
Conference Proceedings
- Pindeh N, Kamaruddin A, Norowi N, Rahmat R. 2022 8th International HCI and UX Conference in Indonesia (CHIuXiD). Exploring Design Guidelines of Mobile Exergame for Older Adults View
