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 2024;40(24):8716 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
  17. Sarasmita M, Lee Y, Chan F, Chen H. Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework. Journal of Medical Internet Research 2024;26:e49692 View
  18. Williams S, Fernandes G, Adab P, Adams R, de Sousa J, Chi C, Dickens A, Enocson A, Farley A, Maglakelidze M, Maglakelidze T, Martins S, Sitch A, Stamenova A, Stavrikj K, Stelmach R, Turner A, Pan Z, Pang H, Zhang J, Jordan R. Strengthening Clinician-Researchers’ Communication and Knowledge Translation Skills: An Innovative Game Model From the Breathe Well Group. INQUIRY: The Journal of Health Care Organization, Provision, and Financing 2024;61 View
  19. Faria A, Martins M, Laredo-Aguilera J, Ventura-Silva J, Ribeiro O. Development and Validation of a Game for Older Adults on Lifestyles and Frailty. Nursing Reports 2024;14(3):2499 View
  20. Ribeiro O, Schacht L, Gonçalves M, Faria A, Ribeiro M, Ventura-Silva J. ENVOLVER+: a tool for the promotion of positive nursing practice environments. Frontiers in Public Health 2025;13 View
  21. Ariya P, Wongwan N, Intawong K, Puritat K. Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games. Social Sciences & Humanities Open 2025;11:101387 View
  22. Chung L, Or P. Effectiveness of nutrition board games involving higher cognitive skills for primary school children in the context of Bloom’s taxonomy. International Journal of Health Promotion and Education 2025:1 View
  23. Bassanelli S, Bucchiarone A, Gini F. GamiDOC: The Importance of Designing Gamification in a Proper Way. IEEE Transactions on Games 2025;17(1):13 View
  24. Esbjørn B, Moltke-Aaen F, Schwanz K, Paiva-Salisbury M. An Innovative Approach to Addressing Compassion Fatigue: A Feasibility Study of a Serious Game. Simulation & Gaming 2025;56(6):532 View
  25. Hassumani D, Thammasitboon S, Lam F, Bavare A, Sur M, Kumar S, Reeves T, Rissmiller B. Critical Care Cadets: A Serious Game for Managing Mechanical Ventilation. ATS Scholar 2025;6(3):360 View
  26. Khanchai S, Worragin P, Ariya P, Intawong K, Puritat K. Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education. Education Sciences 2025;15(8):966 View
  27. Brazil V, Speirs C, Scott C, Schweitzer J, Purdy E. Recommendations for the design and delivery of Visually Enhanced Mental Simulation: insights from participants and facilitators. Journal of Healthcare Simulation 2025 View
  28. Tian M, Xie L, Wei W, Chen Y, Tang J. User Experience and Acceptability of a Digital Educational Game for Self-Management Health Education Among People Living with HIV. Patient Preference and Adherence 2025;Volume 19:2593 View
  29. Alweis E, Alweis R. A Narrative Review of the Benefits of Board Games in Health. Cureus 2025 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

Conference Proceedings

  1. You X, Taveekitworachai P, Chen S, Can Gursesli M, Li X, Xia Y, Thawonmas R. Proceedings of the 19th International Conference on the Foundations of Digital Games. Dungeons, Dragons, and Emotions: A Preliminary Study of Player Sentiment in LLM-driven TTRPGs View
  2. Mohd Tuah N, Yussof S, Liu N, Lavrov A, Lavrova A, Volosiuk A, Smolin A, Balkanskii A. 2025 14th International Conference on Information Technology in Asia (CITA). From Play to Plate: Usability Testing of the All You Can Eat (AYCE) Educational Game View