Published on 04.08.14 in Vol 2, No 2 (2014): Jul-Dec
Works citing "Just a Fad? Gamification in Health and Fitness Apps"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.3413):
(note that this is only a small subset of citations)
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Paldán K, Simanovski J, Ullrich G, Steinmetz M, Rammos C, Jánosi RA, Moebus S, Rassaf T, Lortz J. Feasibility and Clinical Relevance of a Mobile Intervention Using TrackPAD to Support Supervised Exercise Therapy in Patients With Peripheral Arterial Disease: Study Protocol for a Randomized Controlled Pilot Trial. JMIR Research Protocols 2019;8(6):e13651
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Chen J, Cade JE, Allman-Farinelli M. The Most Popular Smartphone Apps for Weight Loss: A Quality Assessment. JMIR mHealth and uHealth 2015;3(4):e104
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Meschede C, Knautz K. Gamification and Interdisciplinarity. International Journal of Information Communication Technologies and Human Development 2017;9(3):1
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White B, Giglia RC, White JA, Dhaliwal S, Burns SK, Scott JA. Gamifying Breastfeeding for Fathers: Process Evaluation of the Milk Man Mobile App. JMIR Pediatrics and Parenting 2019;2(1):e12157
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Salwen-Deremer JK, Khan AS, Martin SS, Holloway BM, Coughlin JW. Incorporating Health Behavior Theory into mHealth: an Examination of Weight Loss, Dietary, and Physical Activity Interventions. Journal of Technology in Behavioral Science 2020;5(1):51
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Nam SH, Lee JY, Kim JY. Biological-Signal-Based User-Interface System for Virtual-Reality Applications for Healthcare. Journal of Sensors 2018;2018:1
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Villalobos-Zúñiga G, Cherubini M. Apps That Motivate: a Taxonomy of App Features Based on Self-Determination Theory. International Journal of Human-Computer Studies 2020;140:102449
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Militello LK, Hanna N, Nigg CR. Pokémon GO Within the Context of Family Health: Retrospective Study. JMIR Pediatrics and Parenting 2018;1(2):e10679
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Witzel TC, Gabriel MM, McCabe L, Weatherburn P, Gafos M, Speakman A, Pebody R, Burns FM, Bonell C, Lampe FC, Dunn DT, Ward D, Harbottle J, Phillips AN, McCormack S, Rodger AJ. Pilot phase of an internet-based RCT of HIVST targeting MSM and transgender people in England and Wales: advertising strategies and acceptability of the intervention. BMC Infectious Diseases 2019;19(1)
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Sebestyen N, Sulatycky R, Rondos S, Davis S. Prendre le virage des partenariats. Healthcare Management Forum 2015;28(6_suppl):S19
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Peddi SVB, Kuhad P, Yassine A, Pouladzadeh P, Shirmohammadi S, Shirehjini AAN. An intelligent cloud-based data processing broker for mobile e-health multimedia applications. Future Generation Computer Systems 2017;66:71
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Bartlett YK, Webb TL, Hawley MS. Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences. Journal of Medical Internet Research 2017;19(4):e124
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Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802
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Tu R, Hsieh P, Feng W. Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities. Sport Management Review 2019;22(5):682
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Teo W, Muthalib M, Yamin S, Hendy AM, Bramstedt K, Kotsopoulos E, Perrey S, Ayaz H. Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? – A Narrative Review of the Literature. Frontiers in Human Neuroscience 2016;10
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Montagni I, Mabchour I, Tzourio C. Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review. JMIR Serious Games 2020;8(2):e16983
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Cheng VWS, Davenport TA, Johnson D, Vella K, Mitchell J, Hickie IB. An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process. JMIR Mental Health 2018;5(4):e11068
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White BK, Martin A, White JA, Burns SK, Maycock BR, Giglia RC, Scott JA. Theory-Based Design and Development of a Socially Connected, Gamified Mobile App for Men About Breastfeeding (Milk Man). JMIR mHealth and uHealth 2016;4(2):e81
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Fijačko N, Gosak L, Cilar L, Novšak A, Creber RM, Skok P, Štiglic G. The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps. JMIR mHealth and uHealth 2020;8(7):e16365
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Monteiro-Guerra F, Rivera-Romero O, Fernandez-Luque L, Caulfield B. Personalization in Real-Time Physical Activity Coaching Using Mobile Applications: A Scoping Review. IEEE Journal of Biomedical and Health Informatics 2020;24(6):1738
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Grundy QH, Wang Z, Bero LA. Challenges in Assessing Mobile Health App Quality. American Journal of Preventive Medicine 2016;51(6):1051
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. A Review of Gamification in Technological Pedagogical Content Knowledge. Journal of Physics: Conference Series 2017;812:012019
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Hoffmann A, Christmann CA, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13
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Giunti G, Kool J, Rivera Romero O, Dorronzoro Zubiete E. Exploring the Specific Needs of Persons with Multiple Sclerosis for mHealth Solutions for Physical Activity: Mixed-Methods Study. JMIR mHealth and uHealth 2018;6(2):e37
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Ubhi HK, Kotz D, Michie S, van Schayck OC, Sheard D, Selladurai A, West R. Comparative analysis of smoking cessation smartphone applications available in 2012 versus 2014. Addictive Behaviors 2016;58:175
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Prieto JT, Jara JH, Alvis JP, Furlan LR, Murray CT, Garcia J, Benghozi P, Kaydos-Daniels SC. Will Participatory Syndromic Surveillance Work in Latin America? Piloting a Mobile Approach to Crowdsource Influenza-Like Illness Data in Guatemala. JMIR Public Health and Surveillance 2017;3(4):e87
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Schlomann A, Seifert A, Rietz C. Relevance of Activity Tracking With Mobile Devices in the Relationship Between Physical Activity Levels and Satisfaction With Physical Fitness in Older Adults: Representative Survey. JMIR Aging 2019;2(1):e12303
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Garnett C, Crane D, West R, Brown J, Michie S. The development of Drink Less: an alcohol reduction smartphone app for excessive drinkers. Translational Behavioral Medicine 2019;9(2):296
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Dedov VN, Dedova IV. Automated Management of Exercise Intervention at the Point of Care: Application of a Web-Based Leg Training System. JMIR Rehabilitation and Assistive Technologies 2015;2(2):e11
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Triantoro T, Gopal R, Benbunan-Fich R, Lang G. Would you like to play? A comparison of a gamified survey with a traditional online survey method. International Journal of Information Management 2019;49:242
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Pinder C, Vermeulen J, Cowan BR, Beale R. Digital Behaviour Change Interventions to Break and Form Habits. ACM Transactions on Computer-Human Interaction 2018;25(3):1
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Hartzler AL, BlueSpruce J, Catz SL, McClure JB. Prioritizing the mHealth Design Space: A Mixed-Methods Analysis of Smokers’ Perspectives. JMIR mHealth and uHealth 2016;4(3):e95
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Baptista S, Wadley G, Bird D, Oldenburg B, Speight J. User Experiences With a Type 2 Diabetes Coaching App: Qualitative Study. JMIR Diabetes 2020;5(3):e16692
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Alsaleh N, Alnanih R. Gamification-based Behavioral Change in Children with Diabetes Mellitus. Procedia Computer Science 2020;170:442
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Li T, Zhang J, Xue T, Wang B. Development of a Novel Motor Imagery Control Technique and Application in a Gaming Environment. Computational Intelligence and Neuroscience 2017;2017:1
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Goyal S, Morita P, Lewis GF, Yu C, Seto E, Cafazzo JA. The Systematic Design of a Behavioural Mobile Health Application for the Self-Management of Type 2 Diabetes. Canadian Journal of Diabetes 2016;40(1):95
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Lindqvist A, Castelli D, Hallberg J, Rutberg S. The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences. JMIR Serious Games 2018;6(1):e1
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Pasquier P, Mérat S, Malgras B, Petit L, Queran X, Bay C, Boutonnet M, Jault P, Ausset S, Auroy Y, Perez JP, Tesnière A, Pons F, Mignon A. A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment. JMIR Serious Games 2016;4(1):e5
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Blackler A, Desai S, Swann L, Chamorro-Koc M, Moyle G, Stephens M. Using technology to enhance and encourage dance-based exercise. Heliyon 2019;5(3):e01241
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Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89
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White B, White J, Giglia R, Tawia S. Feed Safe: a multidisciplinary partnership approach results in a successful mobile application for breastfeeding mothers. Health Promotion Journal of Australia 2016;27(2):111
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Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
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Pope L, Garnett B, Dibble M. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity. JMIR Research Protocols 2017;6(8):e161
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Cotton V, Patel MS. Gamification Use and Design in Popular Health and Fitness Mobile Applications. American Journal of Health Promotion 2019;33(3):448
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Fadda M, Galimberti E, Fiordelli M, Schulz PJ. Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach. JMIR mHealth and uHealth 2018;6(3):e59
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Lindqvist A, Rutberg S. One Step Forward: Development of a Program Promoting Active School Transportation. JMIR Research Protocols 2018;7(5):e123
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. The thing-power of the human-app health assemblage: thinking with vital materialism. Social Theory & Health 2019;17(2):125
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Androutsou T, Kouris I, Anastasiou A, Pavlopoulos S, Mostajeran F, Bamiou D, Genna GJ, Costafreda SG, Koutsouris D. A Smartphone Application Designed to Engage the Elderly in Home-Based Rehabilitation. Frontiers in Digital Health 2020;2
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Ramachandran V, Bashyam AM, Feldman SR. A new spin on improving adherence. Journal of Dermatological Treatment 2019;30(7):631
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Rasche P, Schlomann A, Mertens A. Who Is Still Playing Pokémon Go? A Web-Based Survey. JMIR Serious Games 2017;5(2):e7
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. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study. JMIR Serious Games 2018;6(3):e11631
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Anderson K, Burford O, Emmerton L. App Chronic Disease Checklist: Protocol to Evaluate Mobile Apps for Chronic Disease Self-Management. JMIR Research Protocols 2016;5(4):e204
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Crane D, Garnett C, Brown J, West R, Michie S. Factors Influencing Usability of a Smartphone App to Reduce Excessive Alcohol Consumption: Think Aloud and Interview Studies. Frontiers in Public Health 2017;5
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Leinonen A, Pyky R, Ahola R, Kangas M, Siirtola P, Luoto T, Enwald H, Ikäheimo TM, Röning J, Keinänen-Kiukaanniemi S, Mäntysaari M, Korpelainen R, Jämsä T. Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO). JMIR mHealth and uHealth 2017;5(10):e146
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Feng W, Tu R, Hsieh P. Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements. Journal of Retailing and Consumer Services 2020;57:102229
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D'Alfonso S, Phillips J, Valentine L, Gleeson J, Alvarez-Jimenez M. Moderated Online Social Therapy: Viewpoint on the Ethics and Design Principles of a Web-Based Therapy System. JMIR Mental Health 2019;6(12):e14866
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Aldenaini N, Alqahtani F, Orji R, Sampalli S. Trends in Persuasive Technologies for Physical Activity and Sedentary Behavior: A Systematic Review. Frontiers in Artificial Intelligence 2020;3
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Corepal R, Best P, O’Neill R, Kee F, Badham J, Dunne L, Miller S, Connolly P, Cupples ME, van Sluijs EMF, Tully MA, Hunter RF. A feasibility study of ‘The StepSmart Challenge’ to promote physical activity in adolescents. Pilot and Feasibility Studies 2019;5(1)
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Landers RN, Collmus AB, Williams H. The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance. International Journal of Human-Computer Studies 2019;127:51
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Nour M, Chen J, Allman-Farinelli M. Young Adults’ Engagement With a Self-Monitoring App for Vegetable Intake and the Impact of Social Media and Gamification: Feasibility Study. JMIR Formative Research 2019;3(2):e13324
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Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez JT, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187
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Werner-Seidler A, O'Dea B, Shand F, Johnston L, Frayne A, Fogarty AS, Christensen H. A Smartphone App for Adolescents With Sleep Disturbance: Development of the Sleep Ninja. JMIR Mental Health 2017;4(3):e28
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McBain T, Weston M, Crawshaw P, Haighton C, Spears I. Development of an Exergame to Deliver a Sustained Dose of High-Intensity Training: Formative Pilot Randomized Trial. JMIR Serious Games 2018;6(1):e4
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Braido F, Baiardini I, Puggioni F, Garuti S, Pawankar R, Walter Canonica G. Rhinitis: adherence to treatment and new technologies. Current Opinion in Allergy & Clinical Immunology 2017;17(1):23
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Nicklas JM, Leiferman JA, Lockhart S, Daly KM, Bull SS, Barbour LA. Development and Modification of a Mobile Health Program to Promote Postpartum Weight Loss in Women at Elevated Risk for Cardiometabolic Disease: Single-Arm Pilot Study. JMIR Formative Research 2020;4(4):e16151
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Montero-Alía P, Muñoz-Ortiz L, Jiménez-González M, Benedicto-Pañell C, Altimir-Losada S, López-Colomer Y, Prat-Rovira J, Amargant-Rubio JF, Jastes SM, Moreno-Buitrago A, Rodríguez-Pérez MC, Teixidó-Vargas C, Albarrán-Sánchez JL, Candel-Gil A, Serra-Serra D, Martí-Cervantes JJ, Sánchez-Pérez CA, Sañudo-Blanco L, Dolader-Olivé S, Torán-Monserrat P. Study protocol of a randomized clinical trial evaluating the effectiveness of a primary care intervention using the Nintendo™ Wii console to improve balance and decrease falls in the elderly. BMC Geriatrics 2016;16(1)
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AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12
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Payne HE, Moxley VB, MacDonald E. Health Behavior Theory in Physical Activity Game Apps: A Content Analysis. JMIR Serious Games 2015;3(2):e4
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. Modern Technology and Its Use as Storytelling Communication Strategy in Public Health. MOJ Public Health 2017;6(3)
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Sanchez DR, Langer M, Kaur R. Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education 2020;144:103666
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Giovanelli A, Ozer EM, Dahl RE. Leveraging Technology to Improve Health in Adolescence: A Developmental Science Perspective. Journal of Adolescent Health 2020;67(2):S7
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AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14
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Chung AE, Skinner AC, Hasty SE, Perrin EM. Tweeting to Health. Clinical Pediatrics 2017;56(1):26
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Triantoro T, Gopal R, Benbunan-Fich R, Lang G. Personality and games: enhancing online surveys through gamification. Information Technology and Management 2020;21(3):169
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Granado-Font E, Flores-Mateo G, Sorlí-Aguilar M, Montaña-Carreras X, Ferre-Grau C, Barrera-Uriarte M, Oriol-Colominas E, Rey-Reñones C, Caules I, Satué-Gracia E. Effectiveness of a Smartphone application and wearable device for weight loss in overweight or obese primary care patients: protocol for a randomised controlled trial. BMC Public Health 2015;15(1)
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Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda AC, Sousa-Santos N, Caneiras C, Carriço L, Verdelho A, Santos O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics 2019;98:103287
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Uechi H, Tan N, Honda Y. Effects of gamification-based intervention for promoting health behaviors. The Journal of Physical Fitness and Sports Medicine 2018;7(3):185
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Buckley P, Noonan S, Geary C, Mackessy T, Nagle E. An Empirical Study of Gamification Frameworks. Journal of Organizational and End User Computing 2019;31(1):22
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Van Dijck J, Poell T. Understanding the promises and premises of online health platforms. Big Data & Society 2016;3(1):205395171665417
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Sola D, Couturier J, Voyer B. Unlocking patient activation in chronic disease care. British Journal of Healthcare Management 2015;21(5):220
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Burgess J, Watt K, Kimble RM, Cameron CM. Combining Technology and Research to Prevent Scald Injuries (the Cool Runnings Intervention): Randomized Controlled Trial. Journal of Medical Internet Research 2018;20(10):e10361
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Trampleasure O, Jawad A, Buckle V, Ahmed S. Technology in health: wearables, augmented reality and virtual reality. The Bulletin of the Royal College of Surgeons of England 2015;97(10):435
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Witzel T, Weatherburn P, Bourne A, Rodger A, Bonell C, Gafos M, Trevelion R, Speakman A, Lampe F, Ward D, Dunn D, Gabriel M, McCabe L, Harbottle J, Collaco Moraes Y, Michie S, Phillips A, McCormack S, Burns F. Exploring Mechanisms of Action: Using a Testing Typology to Understand Intervention Performance in an HIV Self-Testing RCT in England and Wales. International Journal of Environmental Research and Public Health 2020;17(2):466
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Cooper V, Clatworthy J, Whetham J, Consortium E. mHealth Interventions To Support Self-Management In HIV: A Systematic Review. The Open AIDS Journal 2017;11(1):119
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Edney S, Plotnikoff R, Vandelanotte C, Olds T, De Bourdeaudhuij I, Ryan J, Maher C. “Active Team” a social and gamified app-based physical activity intervention: randomised controlled trial study protocol. BMC Public Health 2017;17(1)
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Giunti G, Guisado Fernández E, Dorronzoro Zubiete E, Rivera Romero O. Supply and Demand in mHealth Apps for Persons With Multiple Sclerosis: Systematic Search in App Stores and Scoping Literature Review. JMIR mHealth and uHealth 2018;6(5):e10512
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Shahri A, Hosseini M, Taylor J, Stefanidis A, Phalp K, Ali R. Engineering digital motivation in businesses: a modelling and analysis framework. Requirements Engineering 2020;25(2):153
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Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717
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Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin LE, Green CS, Kato PM, Lu AS, Maloney AE, Mellecker R, Morrill BA, Peng W, Shegog R, Simons M, Staiano AE, Thompson D, Young K. Games for Health for Children—Current Status and Needed Research. Games for Health Journal 2016;5(1):1
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Mo D, Xiang M, Luo M, Dong Y, Fang Y, Zhang S, Zhang Z, Liang H. Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. International Journal of Environmental Research and Public Health 2019;16(5):858
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Meixner C, Baumann H, Wollesen B. Personality Traits, Gamification and Features to Develop an App to Reduce Physical Inactivity. Information 2020;11(7):367
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Schmidt-Kraepelin M, Toussaint PA, Thiebes S, Hamari J, Sunyaev A. Archetypes of Gamification: Analysis of mHealth Apps. JMIR mHealth and uHealth 2020;8(10):e19280
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Chen K, Zdorova M, Nathan-Roberts D. Implications of Wearables, Fitness Tracking Services, and Quantified Self on Healthcare. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2017;61(1):1066
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Monteiro-Guerra F, Signorelli GR, Rivera-Romero O, Dorronzoro-Zubiete E, Caulfield B. Breast Cancer Survivors’ Perspectives on Motivational and Personalization Strategies in Mobile App–Based Physical Activity Coaching Interventions: Qualitative Study. JMIR mHealth and uHealth 2020;8(9):e18867
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Priesterroth L, Grammes J, Holtz K, Reinwarth A, Kubiak T. Gamification and Behavior Change Techniques in Diabetes Self-Management Apps. Journal of Diabetes Science and Technology 2019;13(5):954
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Brinson NH, Rutherford DN. Privacy and the quantified self: A review of U.S. health information policy limitations related to wearable technologies. Journal of Consumer Affairs 2020;54(4):1355
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Lee HE, Cho J. What Motivates Users to Continue Using Diet and Fitness Apps? Application of the Uses and Gratifications Approach. Health Communication 2017;32(12):1445
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Howard MC, Gutworth MB. A meta-analysis of virtual reality training programs for social skill development. Computers & Education 2020;144:103707
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Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15
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Ernsting C, Stühmann LM, Dombrowski SU, Voigt-Antons J, Kuhlmey A, Gellert P. Associations of Health App Use and Perceived Effectiveness in People With Cardiovascular Diseases and Diabetes: Population-Based Survey. JMIR mHealth and uHealth 2019;7(3):e12179
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. Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling. Health & Place 2017;46:328
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Buckley P, Doyle E. Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education 2017;106:43
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Hebebci MT, Usta E. Teacher Opinions on the Use of Digital Badges in Educational Environments. Turkish Journal of Computer and Mathematics Education (TURCOMAT) 2018;
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Dallinga J, Janssen M, van der Werf J, Walravens R, Vos S, Deutekom M. Analysis of the Features Important for the Effectiveness of Physical Activity–Related Apps for Recreational Sports: Expert Panel Approach. JMIR mHealth and uHealth 2018;6(6):e143
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Helf C, Hlavacs H. Apps for life change: Critical review and solution directions. Entertainment Computing 2016;14:17
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Hydari MZ, Adjerid I, Striegel A. Health Wearables, Gamification, and Healthful Activity. SSRN Electronic Journal 2019;
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Panchyrz I, Schwarz PEH. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42
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. The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations. Sustainability 2019;11(11):3002
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Giunti G, Mylonopoulou V, Rivera Romero O. More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design. JMIR mHealth and uHealth 2018;6(3):e51
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Pope L, Garnett B, Dibble M. Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth. Games for Health Journal 2018;7(2):136
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Yang Y, Koenigstorfer J. Determinants of physical activity maintenance during the Covid-19 pandemic: a focus on fitness apps. Translational Behavioral Medicine 2020;10(4):835
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Anderson K, Burford O, Emmerton L, van Ooijen PM. Mobile Health Apps to Facilitate Self-Care: A Qualitative Study of User Experiences. PLOS ONE 2016;11(5):e0156164
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Kreitmair KV, Cho MK, Magnus DC. Consent and engagement, security, and authentic living using wearable and mobile health technology. Nature Biotechnology 2017;35(7):617
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Hege I, Dietl A, Kiesewetter J, Schelling J, Kiesewetter I. How to tell a patient’s story? Influence of the case narrative design on the clinical reasoning process in virtual patients. Medical Teacher 2018;40(7):736
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Beck AL, Chitalia S, Rai V. Not so gameful: A critical review of gamification in mobile energy applications. Energy Research & Social Science 2019;51:32
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Li M, Chau PY, Ge L. Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system. Internet Research 2020;31(1):11
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. Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports 2019;13:37
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Struik LL, Bottorff JL, Baskerville NB, Oliffe JL. The Crush the Crave Quit Smoking App and Young Adult Smokers: Qualitative Case Study of Affordances. JMIR mHealth and uHealth 2018;6(6):e134
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Payne HE, Lister C, West JH, Bernhardt JM. Behavioral Functionality of Mobile Apps in Health Interventions: A Systematic Review of the Literature. JMIR mHealth and uHealth 2015;3(1):e20
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Stragier J, Vanden Abeele M, Mechant P, De Marez L. Understanding persistence in the use of Online Fitness Communities: Comparing novice and experienced users. Computers in Human Behavior 2016;64:34
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Eley CV, Young VL, Hayes CV, Verlander NQ, McNulty CAM. Young People’s Knowledge of Antibiotics and Vaccinations and Increasing This Knowledge Through Gaming: Mixed-Methods Study Using e-Bug. JMIR Serious Games 2019;7(1):e10915
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Azhari NN, Abdul Manaf R, Ng SW, Shakeeb Arsalaan Bajunid SFB, Mohd Gobil AR, Saad WZ, Amin Nordin S. Gamification, a Successful Method to Foster Leptospirosis Knowledge among University Students: A Pilot Study. International Journal of Environmental Research and Public Health 2019;16(12):2108
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Kazemi DM, Borsari B, Levine MJ, Lamberson KA, Dooley B. REMIT: Development of a mHealth theory-based intervention to decrease heavy episodic drinking among college students. Addiction Research & Theory 2018;26(5):377
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Brew-Sam N, Chib A. How Do Smart Device Apps for Diabetes Self-Management Correspond with Theoretical Indicators of Empowerment? An Analysis of App Features. International Journal of Technology Assessment in Health Care 2019;35(2):150
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Rajani NB, Weth D, Mastellos N, Filippidis FT. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883
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Ruiz-López T, Sen S, Jakobsen E, Tropé A, Castle PE, Hansen BT, Nygård M. FightHPV: Design and Evaluation of a Mobile Game to Raise Awareness About Human Papillomavirus and Nudge People to Take Action Against Cervical Cancer. JMIR Serious Games 2019;7(2):e8540
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Lewis ZH, Swartz MC, Lyons EJ. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal 2016;5(2):93
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