Published on in Vol 10, No 4 (2022): Oct-Dec
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/38133, first published
.

Journals
- Ozdamli F, Milrich F. Positive and Negative Impacts of Gamification on the Fitness Industry. European Journal of Investigation in Health, Psychology and Education 2023;13(8):1411 View
- Guest P, Vasilevska V, Al-Hamadi A, Eder J, Falkai P, Steiner J. Digital technology and mental health during the COVID-19 pandemic: a narrative review with a focus on depression, anxiety, stress, and trauma. Frontiers in Psychiatry 2023;14 View
- Wang Z, Deng R. Research on the continued intention to use fitness games based on user experience. Kybernetes 2025;54(9):4549 View
- Calderone A, Latella D, De Luca R, Gangemi A, Impellizzeri F, de Pasquale P, Corallo F, Manuli A, Quartarone A, Portaro S, Calabrò R. Virtual horizons: Enhancing rehabilitation of neuromuscular diseases through virtual reality and gamification. Journal of Neuromuscular Diseases 2025 View
Books/Policy Documents
- Chen X, Tan J. Computer and Information Science and Engineering. View
Conference Proceedings
- Kim W, Seong M, DelPreto J, Matusik W, Rus D, Kim S. Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous Computing. Exploring Potential Application Areas of Artificial Intelligence-Infused System for Engagement Recognition: Insights from Special Education Experts View
