Articles published in 2024-gamification in this theme: 26 (scroll down to load remaining articles)
2024
Optimizing a Novel Smartphone App to Prevent Postpartum Depression Adapted From an Evidence-Based Cognitive Behavioral Therapy Program: Qualitative Study
JMIR Hum Factors 2024 (Dec 09); 11:e63143
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Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery: Randomized Controlled Trial
JMIR Serious Games 2024 (Nov 19); 12:e59047
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Developing Game-Based Design for eHealth in Practice: 4-Phase Game Design Process
JMIR Form Res 2024 (Nov 08); 8:e13723
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Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial
JMIR Serious Games 2024 (Nov 05); 12:e63296
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Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis
JMIR Serious Games 2024 (Oct 17); 12:e55034
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Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale
JMIR Serious Games 2024 (Oct 09); 12:e55333
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Serious Gaming for Chemotherapy-Induced Nausea and Vomiting in Older Adults With Cancer: Protocol for a Randomized Clinical Trial
JMIR Res Protoc 2024 (Oct 02); 13:e64673
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Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation
JMIR Serious Games 2024 (Sep 24); 12:e47141
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Effectiveness of an mHealth App That Uses Financial Incentives and Gamification to Promote Health Behavior Change in Adolescents and Caregivers: Protocol for a Clinic-Based Randomized Controlled Trial
JMIR Res Protoc 2024 (Sep 10); 13:e63505
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Gamification in Mobile Apps for Children With Disabilities: Scoping Review
JMIR Serious Games 2024 (Sep 06); 12:e49029
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The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial
JMIR Serious Games 2024 (Aug 23); 12:e52017
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Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study
JMIR Serious Games 2024 (Aug 21); 12:e54684
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The Influence of Billboard-Based Tobacco Prevention Posters on Memorization, Attitudes, and Craving: Immersive Virtual Reality Study
J Med Internet Res 2024 (Jul 09); 26:e49344
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Gamification Approach to Provide Support About the Deferral Experience in Blood Donation: Design and Feasibility Study
JMIR Hum Factors 2024 (Jun 14); 11:e50086
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Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework
JMIR Serious Games 2024 (May 31); 12:e48099
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Insights Into the Use of a Digital Healthy Aging Coach (AGATHA) for Older Adults From Malaysia: App Engagement, Usability, and Impact Study
JMIR Form Res 2024 (May 21); 8:e54101
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Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
JMIR Serious Games 2024 (May 09); 12:e47513
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Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study
JMIR Serious Games 2024 (Apr 26); 12:e51508
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mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis
JMIR Mhealth Uhealth 2024 (Apr 15); 12:e49509
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Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
JMIR Serious Games 2024 (Apr 10); 12:e50315
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