Published on 24.08.16 in Vol 3, No 3 (2016): Jul-Sept
Works citing "Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review"
According to Crossref, the following articles are citing this article (DOI 10.2196/mental.5710):
(note that this is only a small subset of citations)
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Tabak M, de Vette F, van Dijk H, Vollenbroek-Hutten M. A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life. Games for Health Journal 2020;9(3):215
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Luna-Perejon F, Malwade S, Styliadis C, Civit J, Cascado-Caballero D, Konstantinidis E, Abdul SS, Bamidis PD, Civit A, Li Y. Evaluation of user satisfaction and usability of a mobile app for smoking cessation. Computer Methods and Programs in Biomedicine 2019;182:105042
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Lumsden J, Skinner A, Coyle D, Lawrence N, Munafo M. Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques. Journal of Medical Internet Research 2017;19(11):e395
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Nicholas J, Huckvale K, Larsen ME, Basu A, Batterham PJ, Shaw F, Sendi S. Issues for eHealth in Psychiatry: Results of an Expert Survey. Journal of Medical Internet Research 2017;19(2):e55
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LaBrie JW, de Rutte JL, Boyle SC, Tan CN, Earle AM. Leveraging copresence to increase the effectiveness of gamified personalized normative feedback. Addictive Behaviors 2019;99:106085
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Radomski AD, Wozney L, McGrath P, Huguet A, Hartling L, Dyson MP, Bennett K, Newton AS. Design and Delivery Features That May Improve the Use of Internet-Based Cognitive Behavioral Therapy for Children and Adolescents With Anxiety: A Realist Literature Synthesis With a Persuasive Systems Design Perspective. Journal of Medical Internet Research 2019;21(2):e11128
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Vervaeke J, Van Looy J, Hoorelbeke K, Baeken C, Koster EH. Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis. JMIR Serious Games 2018;6(2):e6
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Patel MS, Small DS, Harrison JD, Fortunato MP, Oon AL, Rareshide CAL, Reh G, Szwartz G, Guszcza J, Steier D, Kalra P, Hilbert V. Effectiveness of Behaviorally Designed Gamification Interventions With Social Incentives for Increasing Physical Activity Among Overweight and Obese Adults Across the United States. JAMA Internal Medicine 2019;179(12):1624
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Kungwengwe T, Evans R. Sana: A Gamified Rehabilitation Management System for Anterior Cruciate Ligament Reconstruction Recovery. Applied Sciences 2020;10(14):4868
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Hightow-Weidman LB, Muessig KE, Bauermeister JA, LeGrand S, Fiellin LE. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501
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Podina IR, Fodor LA, Cosmoiu A, Boian R. An evidence-based gamified mHealth intervention for overweight young adults with maladaptive eating habits: study protocol for a randomized controlled trial. Trials 2017;18(1)
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Brown M, Hooper N, Eslambolchilar P, John A. Development of a Web-Based Acceptance and Commitment Therapy Intervention to Support Lifestyle Behavior Change and Well-Being in Health Care Staff: Participatory Design Study. JMIR Formative Research 2020;4(11):e22507
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Fang Y, Ma Y, Mo D, Zhang S, Xiang M, Zhang Z. Methodology of an exercise intervention program using social incentives and gamification for obese children. BMC Public Health 2019;19(1)
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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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Earle AM, LaBrie JW, Boyle SC, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71
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. Why Digital Tools Have Not Yet Revolutionized Adolescent Health Research and What We Can Do. Journal of Research on Adolescence 2019;29(3):675
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Brown M, Hooper N, James P, Scott D, Bodger O, John A. A Web-Delivered Acceptance and Commitment Therapy Intervention With Email Reminders to Enhance Subjective Well-Being and Encourage Engagement With Lifestyle Behavior Change in Health Care Staff: Randomized Cluster Feasibility Stud. JMIR Formative Research 2020;4(8):e18586
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Flett JA, Fletcher BD, Riordan BC, Patterson T, Hayne H, Conner TS. The peril of self-reported adherence in digital interventions: A brief example. Internet Interventions 2019;18:100267
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Lowensteyn I, Berberian V, Berger C, Da Costa D, Joseph L, Grover SA. The Sustainability of a Workplace Wellness Program That Incorporates Gamification Principles: Participant Engagement and Health Benefits After 2 Years. American Journal of Health Promotion 2019;33(6):850
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Litvin S, Saunders R, Maier MA, Lüttke S, Matsuoka YJ. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial. PLOS ONE 2020;15(9):e0237220
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El-Hilly AA, Iqbal SS, Ahmed M, Sherwani Y, Muntasir M, Siddiqui S, Al-Fagih Z, Usmani O, Eisingerich AB. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study. JMIR Serious Games 2016;4(2):e18
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Watanabe K, Kawakami N, Imamura K, Inoue A, Shimazu A, Yoshikawa T, Hiro H, Asai Y, Odagiri Y, Yoshikawa E, Tsutsumi A. Pokémon GO and psychological distress, physical complaints, and work performance among adult workers: a retrospective cohort study. Scientific Reports 2017;7(1)
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Roche CC, Wingo NP, Westfall AO, Azuero A, Dempsey DM, Willig JH. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458
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Christie GI, Shepherd M, Merry SN, Hopkins S, Knightly S, Stasiak K. Gamifying CBT to deliver emotional health treatment to young people on smartphones. Internet Interventions 2019;18:100286
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Parisod H, Pakarinen A, Axelin A, Löyttyniemi E, Smed J, Salanterä S. Feasibility of mobile health game “Fume” in supporting tobacco-related health literacy among early adolescents: A three-armed cluster randomized design. International Journal of Medical Informatics 2018;113:26
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Mack I, Bayer C, Schäffeler N, Reiband N, Brölz E, Zurstiege G, Fernandez‐Aranda F, Gawrilow C, Zipfel S. Chances and Limitations of Video Games in the Fight against Childhood Obesity—A Systematic Review. European Eating Disorders Review 2017;25(4):237
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Sarbadhikari S, Sood J. Gamification for nurturing healthy habits. The National Medical Journal of India 2018;31(4):253
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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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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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Colombo D, Fernández-Álvarez J, Patané A, Semonella M, Kwiatkowska M, García-Palacios A, Cipresso P, Riva G, Botella C. Current State and Future Directions of Technology-Based Ecological Momentary Assessment and Intervention for Major Depressive Disorder: A Systematic Review. Journal of Clinical Medicine 2019;8(4):465
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Søgaard Neilsen A, Wilson RL. Combining e‐mental health intervention development with human computer interaction (HCI) design to enhance technology‐facilitated recovery for people with depression and/or anxiety conditions: An integrative literature review. International Journal of Mental Health Nursing 2019;28(1):22
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Hoeppner BB, Hoeppner SS, Carlon HA, Perez GK, Helmuth E, Kahler CW, Kelly JF. Leveraging Positive Psychology to Support Smoking Cessation in Nondaily Smokers Using a Smartphone App: Feasibility and Acceptability Study. JMIR mHealth and uHealth 2019;7(7):e13436
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Vermeir JF, White MJ, Johnson D, Crombez G, Van Ryckeghem DML. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644
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Addington EL, Cheung EO, Bassett SM, Kwok I, Schuette SA, Shiu E, Yang D, Cohn MA, Leykin Y, Saslow LR, Moskowitz JT. The MARIGOLD study: Feasibility and enhancement of an online intervention to improve emotion regulation in people with elevated depressive symptoms. Journal of Affective Disorders 2019;257:352
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Dias LPS, Barbosa JLV, Feijó LP, Vianna HD. Development and testing of iAware model for ubiquitous care of patients with symptoms of stress, anxiety and depression. Computer Methods and Programs in Biomedicine 2020;187:105113
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Luik AI, Kyle SD, Espie CA. Digital Cognitive Behavioral Therapy (dCBT) for Insomnia: a State-of-the-Science Review. Current Sleep Medicine Reports 2017;3(2):48
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Wilansky P, Eklund JM, Milner T, Kreindler D, Cheung A, Kovacs T, Shooshtari S, Astell A, Ohinmaa A, Henderson J, Strauss J, Mills RS. Cognitive Behavior Therapy for Anxious and Depressed Youth: Improving Homework Adherence Through Mobile Technology. JMIR Research Protocols 2016;5(4):e209
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Karekla M, Kasinopoulos O, Neto DD, Ebert DD, Van Daele T, Nordgreen T, Höfer S, Oeverland S, Jensen KL. Best Practices and Recommendations for Digital Interventions to Improve Engagement and Adherence in Chronic Illness Sufferers. European Psychologist 2019;24(1):49
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Yeager CM, Shoji K, Luszczynska A, Benight CC. Engagement With a Trauma Recovery Internet Intervention Explained With the Health Action Process Approach (HAPA): Longitudinal Study. JMIR Mental Health 2018;5(2):e29
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Renfrew ME, Morton DP, Morton JK, Hinze JS, Przybylko G, Craig BA. The Influence of Three Modes of Human Support on Attrition and Adherence to a Web- and Mobile App–Based Mental Health Promotion Intervention in a Nonclinical Cohort: Randomized Comparative Study. Journal of Medical Internet Research 2020;22(9):e19945
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. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11
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Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505
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Laato S, Islam AN, Laine TH. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 2022;41(9):1888
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Renfrew ME, Morton DP, Northcote M, Morton JK, Hinze JS, Przybylko G. Participant Perceptions of Facilitators and Barriers to Adherence in a Digital Mental Health Intervention for a Nonclinical Cohort: Content Analysis. Journal of Medical Internet Research 2021;23(4):e25358
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Kip H, Da Silva MC, Bouman YH, van Gemert-Pijnen LJ, Kelders SM. A self-control training app to increase self-control and reduce aggression – A full factorial design. Internet Interventions 2021;25:100392
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Tang J, Chen Y, Yu X, Ren J, Li M, Luo Y, Xie H, Wen J. AIDS fighter health defense: protocol for a randomized controlled trial to test a game-based intervention to improve adolescents’ AIDS prevention ability. BMC Infectious Diseases 2021;21(1)
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Moskowitz JT, Addington EL, Shiu E, Bassett SM, Schuette S, Kwok I, Freedman ME, Leykin Y, Saslow LR, Cohn MA, Cheung EO. Facilitator Contact, Discussion Boards, and Virtual Badges as Adherence Enhancements to a Web-Based, Self-guided, Positive Psychological Intervention for Depression: Randomized Controlled Trial. Journal of Medical Internet Research 2021;23(9):e25922
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Al-Moghrabi D, Barber S, Fleming PS. Removable retention: enhancing adherence and the remit of shared decision-making. British Dental Journal 2021;230(11):765
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Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
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Agarwal AK, Waddell KJ, Small DS, Evans C, Harrington TO, Djaraher R, Oon AL, Patel MS. Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight. JAMA Network Open 2021;4(7):e2116256
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Parker BL, Anderson M, Batterham PJ, Gayed A, Subotic-Kerry M, Achilles MR, Chakouch C, Werner-Seidler AW, Whitton AE, O’Dea B. Building Educators’ Skills in Adolescent Mental Health (BEAM): A pilot study examining the preliminary effectiveness and acceptability of a web-based training program for Australian secondary school teachers. (Preprint). JMIR Mental Health 2021;
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Bischoff LL, Baumann H, Meixner C, Nixon P, Wollesen B. App-Tailoring Requirements to Increase Stress Management Competencies Within Families: Cross-sectional Survey Study. Journal of Medical Internet Research 2021;23(7):e26376
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Hübner S, Haijen E, Kaelen M, Carhart-Harris RL, Kettner H. Turn on, Tune in, and Drop out: Predictors of Attrition in a Prospective Observational Cohort Study on Psychedelic Use. Journal of Medical Internet Research 2021;23(7):e25973
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Gan DZQ, McGillivray L, Larsen ME, Torok M. Promoting engagement with self‐guided digital therapeutics for mental health: Insights from a cross‐sectional survey of end‐users. Journal of Clinical Psychology 2023;79(5):1386
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Muller JL, Tomlin L, March S, Jackson B, Budden T, Law KH, Dimmock JA. Understanding parent perspectives on engagement with online youth-focused mental health programs. Psychology & Health 2022;:1
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Six SG, Byrne KA, Aly H, Harris MW. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial. JMIR Mental Health 2022;9(8):e39516
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Przybylko G, Morton D, Morton J, Renfrew M. The Influence of Gender and Age on the Outcomes of and Adherence to a Digital Interdisciplinary Mental Health Promotion Intervention in an Australasian Nonclinical Setting: Cohort Study. JMIR Mental Health 2021;8(11):e29866
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Tanouri A, Kennedy A, Veer E. A conceptual framework for transformative gamification services. Journal of Services Marketing 2022;36(2):185
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Saleem M, Kühne L, De Santis KK, Christianson L, Brand T, Busse H. Understanding Engagement Strategies in Digital Interventions for Mental Health Promotion: Scoping Review. JMIR Mental Health 2021;8(12):e30000
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Dias JD, Tibes-Cherman CM, Aragão RB, Tourinho H, Zem-Mascarenhas SH, Fonseca LMM. Avaliação de serious game em programa de enfrentamento da obesidade infantil. Acta Paulista de Enfermagem 2021;34
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Kuck N, Dietel FA, Nohr L, Vahrenhold J, Buhlmann U. A smartphone app for the prevention and early intervention of body dysmorphic disorder: Development and evaluation of the content, usability, and aesthetics. Internet Interventions 2022;28:100521
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Mallipeddi NV, Mehrotra A, Van Stan JH. Telepractice in the Treatment of Speech and Voice Disorders: What Could the Future Look Like?. Perspectives of the ASHA Special Interest Groups 2023;8(2):418
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Morton E, Nicholas J, Lapadat L, O'Brien HL, Barnes SJ, Poh C, Michalak EE. Use of smartphone apps in bipolar disorder: An international web-based survey of feature preferences and privacy concerns. Journal of Affective Disorders 2021;295:1102
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Lippke S, Gao L, Keller FM, Becker P, Dahmen A. Adherence With Online Therapy vs Face-to-Face Therapy and With Online Therapy vs Care as Usual: Secondary Analysis of Two Randomized Controlled Trials. Journal of Medical Internet Research 2021;23(11):e31274
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Ferrari M, Sabetti J, McIlwaine SV, Fazeli S, Sadati SMH, Shah JL, Archie S, Boydell KM, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen RKL, Reynolds JA, Iyer SN. Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. Frontiers in Digital Health 2022;4
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Wang R, Bush-Evans R, Arden-Close E, Bolat E, McAlaney J, Hodge S, Thomas S, Phalp K. Transparency in persuasive technology, immersive technology, and online marketing: Facilitating users’ informed decision making and practical implications. Computers in Human Behavior 2023;139:107545
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Jurin T, Šoštarić M, Jokić-Begić N, Lauri Korajlija A. mSexHealth: An Overview of Mobile Sexual Health Applications. Journal of Sex & Marital Therapy 2023;49(2):129
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Siriaraya P, Visch V, Boffo M, Spijkerman R, Wiers R, Korrelboom K, Hendriks V, Salemink E, van Dooren M, Bas M, Goossens R. Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content. JMIR Serious Games 2021;9(4):e27953
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Dai Z, MacDorman KF. Creepy, but Persuasive: In a Virtual Consultation, Physician Bedside Manner, Rather than the Uncanny Valley, Predicts Adherence. Frontiers in Virtual Reality 2021;2
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Tang J, Zheng Y, Zhang D, Yu X, Ren J, Li M, Luo Y, Tian M, Chen Y. Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomized Controlled Trial. JMIR Serious Games 2022;10(1):e32400
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Geirhos A, Domhardt M, Lunkenheimer F, Temming S, Holl RW, Minden K, Warschburger P, Meissner T, Mueller-Stierlin AS, Baumeister H. Feasibility and potential efficacy of a guided internet- and mobile-based CBT for adolescents and young adults with chronic medical conditions and comorbid depression or anxiety symptoms (youthCOACHCD): a randomized controlled pilot trial. BMC Pediatrics 2022;22(1)
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Ribanszki R, Saez Fonseca JA, Barnby JM, Jano K, Osmani F, Almasi S, Tsakanikos E. Preferences for Digital Smartphone Mental Health Apps Among Adolescents: Qualitative Interview Study. JMIR Formative Research 2021;5(8):e14004
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Wright M, Reitegger F, Cela H, Papst A, Gasteiger-Klicpera B. Interventions with Digital Tools for Mental Health Promotion among 11–18 Year Olds: A Systematic Review and Meta-Analysis. Journal of Youth and Adolescence 2023;52(4):754
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Tian M, Zheng Y, Xie L, Wei W, Yu X, Chen Y, Tang J. Game-based health education to improve ART adherence of newly diagnosed young people with HIV: protocol for a stepped-wedge design randomized controlled trial. BMC Public Health 2022;22(1)
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Monarque M, Sabetti J, Ferrari M. Digital interventions for substance use disorders in young people: rapid review. Substance Abuse Treatment, Prevention, and Policy 2023;18(1)
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Bezabih AM, Gerling K, Abebe W, Abeele VV. Behavioral Theories and Motivational Features Underlying eHealth Interventions for Adolescent Antiretroviral Adherence: Systematic Review. JMIR mHealth and uHealth 2021;9(12):e25129
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Gan DZQ, McGillivray L, Larsen ME, Bloomfield T, Torok M. Promoting Engagement With Smartphone Apps for Suicidal Ideation in Young People: Development of an Adjunctive Strategy Using a Lived Experience Participatory Design Approach. JMIR Formative Research 2023;7:e45234
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Børtveit L, Nordgreen T, Nordahl-Hansen A. Therapists’ experiences with providing guided internet-delivered cognitive behavioral therapy for patients with mild and moderate depression: a thematic analysis. Frontiers in Psychology 2023;14
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Dingwall KM, Povey J, Sweet M, Friel J, Shand F, Titov N, Wormer J, Mirza T, Nagel T. Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People. JMIR Human Factors 2023;10:e40111
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Larionov K, Petrova E, Demirbuga N, Werth O, Breitner MH, Gebhardt P, Caldarone F, Duncker D, Westhoff-Bleck M, Sensenhauser A, Maxrath N, Marschollek M, Kahl KG, Heitland I. Improving mental well-being in psychocardiology—a feasibility trial for a non-blended web application as a brief metacognitive-based intervention in cardiovascular disease patients. Frontiers in Psychiatry 2023;14
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Amer NA, Shohieb SM, Eladrosy WM, Elbakry HM, Elrazek SMA. Sokoon. International Journal of Gaming and Computer-Mediated Simulations 2023;15(1):1
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Romero Guzmán FA, Solano León EDJ, Osorio Ospina HE. Transformación digital de la atención psicológica: estado actual de la telepsicología en Colombia. Psicoespacios 2023;17(31):1
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Welten JJ, Cox VC, van Eijk RP, van Heugten CM, Visser-Meily JM, Schepers VP. The Effects of a Blended Care Intervention in Partners of Patients With Acquired Brain Injury – Results of the CARE4Carer Randomized Controlled Trial. Archives of Physical Medicine and Rehabilitation 2024;105(2):352
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Lipschitz JM, Pike CK, Hogan TP, Murphy SA, Burdick KE. The Engagement Problem: a Review of Engagement with Digital Mental Health Interventions and Recommendations for a Path Forward. Current Treatment Options in Psychiatry 2023;10(3):119
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Gajardo Sánchez AD, Murillo-Zamorano LR, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4)
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Aschentrup L, Steimer PA, Dadaczynski K, Mc Call T, Fischer F, Wrona KJ. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1)
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Wols A, Pingel M, Lichtwarck-Aschoff A, Granic I. Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies. Clinical Psychology Review 2024;108:102396
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Jeong H, Yoo JH, Goh M, Song H. Deep breathing in your hands: designing and assessing a DTx mobile app. Frontiers in Digital Health 2024;6
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Elkefi S, Blecker S, Bitan Y. Health Information Technology Supporting Adherence Memory Disorder Patients: A Systematic Literature Review. Applied Clinical Informatics 2024;15(01):085
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Shi L, Li X, Win KT. Investigating mobile persuasive design for mental wellness: A cross-domain analysis. International Journal of Medical Informatics 2024;185:105353
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. Maternal mental health monitoring in an online community: a natural language processing approach. Behaviour & Information Technology 2024;:1
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