Published on in Vol 12 (2024)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/43078, first published .
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study

Journals

  1. Huang Y, Lin C, Wang T. Benefits of Give Circle: Exploring the impact of collaborative redistribution platforms on user willingness to donate to charity and tendency towards consumer minimalism. Computers in Human Behavior Reports 2024;14:100421 View
  2. Medina-Merodio J, Castillo-Martinez A, Barchino R, Estriegana R, Robina-Ramírez R. Factors Influencing the Acquisition of Soft Skills in a Collaborative Learning Environment Supported by Game-Based Application. IEEE Access 2024;12:111045 View
  3. Valentine L, Arnold C, Nicholas J, Castagnini E, Malouf J, Alvarez-Jimenez M, Bell I. A Personalized, Transdiagnostic Smartphone App (Mello) Targeting Repetitive Negative Thinking for Depression and Anxiety: Qualitative Analysis of Young People’s Experience. Journal of Medical Internet Research 2024;26:e63732 View
  4. Jiang J, Li S, Li X, Xu Y, Zhao J, An P. BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments (Preprint). JMIR Serious Games 2024 View
  5. van de Werken H, Rohrbach P, Bolman C. Explaining intention and use of Mhealth with the unified theory of acceptance and use of technology. Acta Psychologica 2025;254:104819 View