Published on in Vol 9, No 2 (2021): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/27290, first published .
Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps

Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps

Journals

  1. Bucchiarone A. Gamification and virtual reality for digital twin learning and training: architecture and challenges. Virtual Reality & Intelligent Hardware 2022;4(6):471 View
  2. Henry N, Donkin L, Williams M, Pedersen M. mHealth Technologies for Managing Problematic Pornography Use: Content Analysis. JMIR Formative Research 2022;6(10):e39869 View
  3. Webb J, Peerbux S, Ang A, Siddiqui S, Sherwani Y, Ahmed M, MacRae H, Puri H, Majeed A, Glasner S. Long-Term Effectiveness of a Clinician-Assisted Digital Cognitive Behavioral Therapy Intervention for Smoking Cessation: Secondary Outcomes From a Randomized Controlled Trial. Nicotine & Tobacco Research 2022;24(11):1763 View
  4. Bricker J, Levin M, Lappalainen R, Mull K, Sullivan B, Santiago-Torres M. Mechanisms of Smartphone Apps for Cigarette Smoking Cessation: Results of a Serial Mediation Model From the iCanQuit Randomized Trial. JMIR mHealth and uHealth 2021;9(11):e32847 View
  5. Bustamante L, Romo L. Validation of the French Smoking Cessation Motivation Scale with French Smokers Using a Mobile App for Smoking Cessation. European Journal of Investigation in Health, Psychology and Education 2022;12(8):1179 View
  6. Bassanelli S, Vasta N, Bucchiarone A, Marconi A. Gamification for behavior change: A scientometric review. Acta Psychologica 2022;228:103657 View
  7. Tran D, Davis J, Ring C, Buch K, Fitzke R, Pedersen E. Informing the development of interventions for e-cigarette use and prevention of transition to cigarette smoking in young adults: A qualitative study. Preventive Medicine Reports 2023;35:102332 View
  8. Behl A, Jayawardena N, Bhardwaj S, Pereira V, del Giudice M, Zhang J. Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies. Technovation 2024;129:102902 View
  9. Qian Y, Liu Z, Lee E, Wang Y, Ni Z. Exploring the Incentive Function of Virtual Academic Degrees in a Chinese Online Smoking Cessation Community: Qualitative Content Analysis. Journal of Medical Internet Research 2023;25:e42260 View
  10. Baah C, Govender I, Rontala Subramaniam P. Exploring the role of gamification in motivating students to learn. Cogent Education 2023;10(1) View
  11. White J, Salem M, Toussaert S, Westmaas J, Raiff B, Crane D, Warrender E, Lyles C, Abroms L, Thrul J. Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study. JMIR Serious Games 2023;11:e46602 View
  12. Moungui H, Nana-Djeunga H, Anyiang C, Cano M, Ruiz Postigo J, Carrion C. Dissemination Strategies for mHealth Apps: Systematic Review. JMIR mHealth and uHealth 2024;12:e50293 View
  13. Goodwin S, Nastasi J, Newman S, Rapoza D, Raiff B. A Mobile Game to Support Smoking Cessation: Feasibility and Acceptability Assessment (Preprint). JMIR Serious Games 2023 View
  14. Siegel L, Wiseman K, Budenz A, Prutzman Y. Identifying Patterns of Smoking Cessation App Feature Use That Predict Successful Quitting: Secondary Analysis of Experimental Data Leveraging Machine Learning. JMIR AI 2024;3:e51756 View

Books/Policy Documents

  1. Ohn M, Ohn K, Luen N. Handbook of Research on the Influence and Effectiveness of Gamification in Education. View
  2. Polk D. Cardiovascular Risk Assessment in Primary Prevention. View
  3. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. View
  4. Yang L, Gottlieb M. Learning in the Age of Digital and Green Transition. View
  5. Bosschaerts K, Stragier J, Steenwinckel B, De Marez L, Van Hoecke S, Ongenae F. Pervasive Computing Technologies for Healthcare. View
  6. Bucchiarone A. Software Engineering for Games in Serious Contexts. View