Articles published in 2020 in this theme: 18 (scroll down to load remaining articles)
2020
Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study
JMIR Res Protoc 2020 (Dec 23); 9(12):e24078
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Parental Experiences of the Pediatric Day Surgery Pathway and the Needs for a Digital Gaming Solution: Qualitative Study
JMIR Med Inform 2020 (Nov 13); 8(11):e23626
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Use of a Smartphone App to Increase Physical Activity Levels in Insufficiently Active Adults: Feasibility Sequential Multiple Assignment Randomized Trial (SMART)
JMIR Res Protoc 2020 (Oct 23); 9(10):e14322
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Archetypes of Gamification: Analysis of mHealth Apps
JMIR Mhealth Uhealth 2020 (Oct 19); 8(10):e19280
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Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
JMIR Serious Games 2020 (Sep 08); 8(3):e17810
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Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study
JMIR Serious Games 2020 (Sep 03); 8(3):e20667
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Effect of an E-Learning Module on Personal Protective Equipment Proficiency Among Prehospital Personnel: Web-Based Randomized Controlled Trial
J Med Internet Res 2020 (Aug 21); 22(8):e21265
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The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games 2020 (Aug 10); 8(3):e18644
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Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
JMIR Serious Games 2020 (Aug 10); 8(3):e18247
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The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps
JMIR Mhealth Uhealth 2020 (Jul 08); 8(7):e16365
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Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review
JMIR Serious Games 2020 (May 18); 8(2):e16983
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Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review
JMIR Serious Games 2020 (Apr 29); 8(2):e16096
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Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster
JMIR Serious Games 2020 (Apr 13); 8(2):e16431
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Gamified Mobile Computerized Cognitive Behavioral Therapy for Japanese University Students With Depressive Symptoms: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2020 (Apr 07); 9(4):e15164
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Improving Patient Preference Elicitation by Applying Concepts From the Consumer Research Field: Narrative Literature Review
Interact J Med Res 2020 (Mar 31); 9(1):e13684
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Prevention of HIV and Other Sexually Transmitted Infections by Geofencing and Contextualized Messages With a Gamified App, UBESAFE: Design and Creation Study
JMIR Mhealth Uhealth 2020 (Mar 17); 8(3):e14568
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Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App
JMIR Mhealth Uhealth 2020 (Jan 30); 8(1):e12884
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Analysis of Collective Human Intelligence for Diagnosis of Pigmented Skin Lesions Harnessed by Gamification Via a Web-Based Training Platform: Simulation Reader Study
J Med Internet Res 2020 (Jan 24); 22(1):e15597
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