Published on in Vol 11 (2023)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/39019, first published .
The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review

Journals

  1. Anderson T, Prue G, McDowell G, Stark P, Brown Wilson C, Graham Wisener L, Kerr H, Caughers G, Rogers K, Cook L, Craig S, Alanazi A, Mitchell G. Co-design and evaluation of a digital serious game to promote public awareness about pancreatic cancer. BMC Public Health 2024;24(1) View
  2. Lopez-Barreiro J, Alvarez-Sabucedo L, Garcia-Soidan J, Santos-Gago J. Towards a Blockchain Hybrid Platform for Gamification of Healthy Habits: Implementation and Usability Validation. Applied System Innovation 2024;7(4):60 View
  3. De Micco F, Tambone V, Frati P, Cingolani M, Scendoni R. Disability 4.0: bioethical considerations on the use of embodied artificial intelligence. Frontiers in Medicine 2024;11 View
  4. De Micco F, Grassi S, Tomassini L, Di Palma G, Ricchezze G, Scendoni R. Robotics and AI into healthcare from the perspective of European regulation: who is responsible for medical malpractice?. Frontiers in Medicine 2024;11 View
  5. Ciatto L, Dauccio B, Tavilla G, Bartolomeo S, Lo Buono V, De Cola M, Quartarone A, Pastura C, Cellini R, Bonanno M, Calabrò R. Improving manual dexterity using ergonomic wearable glove in patients with multiple sclerosis: A quasi-randomized clinical trial. Multiple Sclerosis and Related Disorders 2024;92:105938 View
  6. Shakoor A, Mohansingh C, van der Boon R, Brugts J, Schaap J. Gamification and its Potential for Better Engagement in the Management of Heart Failure or Quality of Care Registries: A Viewpoint. Current Heart Failure Reports 2025;22(1) View
  7. Zare L, Dehghan nayeri N, Bahramnezhad F, Rasti A. Impact of family-oriented gamification on self-management of people with multiple sclerosis: a mixed-methods study protocol. BMJ Open 2025;15(3):e093232 View
  8. Carneiro de Souza A, Costa Pereira Rodrigues V, Borges de Sousa Magalhães B, Monti Fonseca L, Avendaño Vásquez C, Fernandes R, Teixeira Palombo C, Orthiz Whitaker M, Oliveira Santos C, Lima Brito M, Carneiro Oliveira M. Technologies for teaching the removal of foreign body airway obstruction in children: a scoping review. Salud, Ciencia y Tecnología 2025;5:1528 View
  9. Stiver M, Naveed A, Chilton J, Moyes S. Gamifying anatomy outreach: An underexplored opportunity. Anatomical Sciences Education 2025 View
  10. Yoon S, Lau R, Kwan Y, Liu H, Sahrin R, Phang J, Zhang Y, Graves N, Low L. Acceptability of an AI-enabled family module in a mobile app for enhanced diabetes management: Patient and family perspectives. DIGITAL HEALTH 2025;11 View
  11. Huang X, Jiang Z, Dai Y, Liu Y, Dai Z, Wang J, Chen L, Wang Z, Wu W, Huang L. Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial. Journal of Medical Internet Research 2025;27:e65309 View
  12. Bonanno M, Maggio M, De Pasquale P, Ciatto L, Lombardo Facciale A, De Francesco M, Andronaco G, De Luca R, Quartarone A, Calabrò R. The Potential Effects of Sensor-Based Virtual Reality Telerehabilitation on Lower Limb Function in Patients with Chronic Stroke Facing the COVID-19 Pandemic: A Retrospective Case-Control Study. Medical Sciences 2025;13(2):65 View
  13. Mehta T, John T, El Zein A, Faught V, Nawshin T, Chilke T, Cohen C, Cherrington A, Thirumalai M. Gamified Optimized Diabetes Management With Artificial Intelligence–Powered Rural Telehealth Intervention (GODART): Protocol for an Optimization Pilot and Feasibility Trial. JMIR Research Protocols 2025;14:e70271 View
  14. Xia J, Zhao D, Hu Y, Wang S, Lu X. Incidence and risk factors for postoperative urinary retention in older patients with hip fracture: a scoping review. BMJ Open 2025;15(9):e100368 View
  15. Si G, Prue G, Craig S, Anderson T, Mitchell G. Digital Serious Games for Cancer Education and Behavioural Change: A Scoping Review of Evidence Across Patients, Professionals, and the Public. Cancers 2025;17(20):3368 View
  16. Yang R, Han Y. Digital nudges and gamification: how the China state promotes citizens to manage chronic diseases in neighborhoods. BMC Public Health 2025;25(1) View
  17. Stewart E. Gamification and the virtue of perspective. Ethics and Information Technology 2026;28(1) View

Books/Policy Documents

  1. Tan C, Wong B, Campbell A. Digital Healthcare, Digital Transformation and Citizen Empowerment in Asia-Pacific and Europe for a Healthier Society. View
  2. Naik D, Pokharkar P, Patil R, Pitre A. Modern Digital Approaches to Care Technologies for Individuals With Disabilities. View
  3. Szymanski M, Van Houdt L, De Croon R, Verbert K, Abeele V. Pervasive Computing Technologies for Healthcare. View
  4. Cefaloni F, Passantino L, Di Stasio M, Bonini M. Digital Allergology. View
  5. Koumpouros Y. Unveiling Technological Advancements and Interdisciplinary Solutions for Pain Care. View
  6. Mandiello A, Franzese G. Advanced Perspectives and Trends in Digital Transformation of Firms, Networks, and Society. View

Conference Proceedings

  1. Graham A, Arinze Ikwunne T, Duval J. Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility. Co-Designing Culturally Grounded Mobile Health Games for Hypertension Management in Indigenous Communities View