Published on in Vol 9, No 1 (2021): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/23302, first published .
Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework

Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework

Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework

Journals

  1. Chen M, Wu C, Tsai C, Tsai M. Enterovirus board game for elementary school children: A pilot study. Public Health Nursing 2022;39(2):500 View
  2. Suppan M, Stuby L, Harbarth S, Fehlmann C, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003 View
  3. Bawa A. The Quest for Motivation. International Journal of Game-Based Learning 2021;12(1):1 View
  4. Werntz A, Amado S, Jasman M, Ervin A, Rhodes J. Providing Human Support for the Use of Digital Mental Health Interventions: Systematic Meta-review. Journal of Medical Internet Research 2023;25:e42864 View
  5. Sheetal , Tyagi R, Singh G. Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective. Asian Journal of Business Ethics 2023;12(1):49 View
  6. Wang Y, Wang Z, Liu G, Wang Z, Wang Q, Yan Y, Wang J, Zhu Y, Gao W, Kan X, Zhang Z, Jia L, Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis. Frontiers in Public Health 2022;10 View
  7. Robertson M, Baranowski T, Thompson D, Basen-Engquist K, Swartz M, Lyons E. Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study. JMIR Serious Games 2021;9(4):e29964 View
  8. Tan J, Ng K, Mogali S. An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study. JMIR Serious Games 2022;10(1):e33282 View
  9. Epstein D, Enticott J, Larson H, Barton C. Pragmatic cluster randomised control trial using Vaxcards as an age-appropriate tool to incentivise and educate school students about vaccination. BMJ Open 2021;11(9):e049562 View
  10. Dada S, Dalkin S, Gilmore B, Hunter R, Mukumbang F. Applying and reporting relevance, richness and rigour in realist evidence appraisals: Advancing key concepts in realist reviews. Research Synthesis Methods 2023;14(3):504 View
  11. Fernandes C, Neto C, Silva C, Dionísio S, Oliveira S, Amorim I, Matos A, Martins M. “The Ark of Rights”: Development of a Board Game to Empower Older Adults Regarding Their Rights. Journal of Ageing and Longevity 2023;3(1):107 View
  12. Shang S, Ni N. Understanding the Impacts of Storytelling and Player Perspective on Learning Outcomes: The Mediating Roles of Engagements. International Journal of Human–Computer Interaction 2023:1 View
  13. Liu L, Wang Y, Ho T, Li M, Cheung E, Chow R, Gu C, Chan H. Co-designing a culturally-sensitive theory-driven advance care planning game with Chinese older adults and healthcare providers. Palliative Medicine 2024;38(3):343 View
  14. Almeida I, Pinto C, Lima A, Moreira T, Fernandes C. Game4NurseSupervisor: Development of a board game for nursing mentoring. Nurse Education in Practice 2024;76:103939 View
  15. Najafi M, Alizadeh Z, Dehghani M, Herzog P, Azimisefat P. Breaking taboos in sex education to promote self-protective knowledge and skills in children: A human-centered, stakeholder co-design approach for developing a cross-cultural sensitive board game. Children and Youth Services Review 2024;162:107663 View
  16. Power J, Dada S, Booth A, De Brún A, Gilmore B. Advisory groups in realist reviews: Systematically mapping current research and recommendations for practice. Cochrane Evidence Synthesis and Methods 2024;2(6) View

Books/Policy Documents

  1. Ögel Aydın S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
  2. Khanna P. Demystifying the Dark Side of AI in Business. View