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 Twins 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

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