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