Integrating Health Behavior Theory and Design Elements in Serious Games

Integrating Health Behavior Theory and Design Elements in Serious Games

Integrating Health Behavior Theory and Design Elements in Serious Games

Journals

  1. Bul K, Kato P, Van der Oord S, Danckaerts M, Vreeke L, Willems A, van Oers H, Van Den Heuvel R, Birnie D, Van Amelsvoort T, Franken I, Maras A. Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. Journal of Medical Internet Research 2016;18(2):e26 View
  2. Parisod H, Pakarinen A, Axelin A, Danielsson-Ojala R, Smed J, Salanterä S. Designing a Health-Game Intervention Supporting Health Literacy and a Tobacco-Free Life in Early Adolescence. Games for Health Journal 2017;6(4):187 View
  3. Buijs-Spanjers K, Hegge H, Cnossen F, Jaarsma D, de Rooij S. Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design. JMIR Serious Games 2020;8(3):e18479 View
  4. Gonsalves P, Hodgson E, Kumar A, Aurora T, Chandak Y, Sharma R, Michelson D, Patel V. Design and Development of the “POD Adventures” Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India. Frontiers in Public Health 2019;7 View
  5. Buijs-Spanjers K, Harmsen A, Hegge H, Spook J, de Rooij S, Jaarsma D. The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study. BMC Medical Education 2020;20(1) View
  6. Fleming T, de Beurs D, Khazaal Y, Gaggioli A, Riva G, Botella C, Baños R, Aschieri F, Bavin L, Kleiboer A, Merry S, Lau H, Riper H. Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift. Frontiers in Psychiatry 2016;7 View
  7. Fleming T, Bavin L, Stasiak K, Hermansson-Webb E, Merry S, Cheek C, Lucassen M, Lau H, Pollmuller B, Hetrick S. Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry 2017;7 View
  8. Jacquier A, Briot M, Barillot G, Deroo O, Monnien F, Hurlot Q, Frenois F, Aubin F, Degano B, Reffay C, Valmary-Degano S. « Discovering Pathology », un serious game dédié à la découverte de l’anatomopathologie pour les étudiants en médecine. Annales de Pathologie 2019;39(2):151 View
  9. Hill C, Creswell C, Vigerland S, Nauta M, March S, Donovan C, Wolters L, Spence S, Martin J, Wozney L, McLellan L, Kreuze L, Gould K, Jolstedt M, Nord M, Hudson J, Utens E, Ruwaard J, Albers C, Khanna M, Albano A, Serlachius E, Hrastinski S, Kendall P. Navigating the development and dissemination of internet cognitive behavioral therapy (iCBT) for anxiety disorders in children and young people: A consensus statement with recommendations from the #iCBTLorentz Workshop Group. Internet Interventions 2018;12:1 View
  10. David O, Cardoș R, Matu S. Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial. European Child & Adolescent Psychiatry 2019;28(1):111 View
  11. Lucassen M, Samra R, Iacovides I, Fleming T, Shepherd M, Stasiak K, Wallace L. How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study. JMIR Serious Games 2018;6(4):e11249 View
  12. Alber J, Watson A, Barnett T, Mercado R, Bernhardt J. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games. Cyberpsychology, Behavior, and Social Networking 2015;18(7):417 View
  13. Powell L, Parker J, Harpin V, Mawson S. Guideline Development for Technological Interventions for Children and Young People to Self-Manage Attention Deficit Hyperactivity Disorder: Realist Evaluation. Journal of Medical Internet Research 2019;21(4):e12831 View
  14. Traynor A, Morrissey E, Egan J, McGuire B. The effectiveness of information and communication technology-based psychological interventions for paediatric chronic pain: protocol for a systematic review, meta-analysis and intervention content analysis. Systematic Reviews 2016;5(1) View
  15. Hollis C, Falconer C, Martin J, Whittington C, Stockton S, Glazebrook C, Davies E. Annual Research Review: Digital health interventions for children and young people with mental health problems – a systematic and meta‐review. Journal of Child Psychology and Psychiatry 2017;58(4):474 View
  16. Wozney L, Huguet A, Bennett K, Radomski A, Hartling L, Dyson M, McGrath P, Newton A. How do eHealth Programs for Adolescents With Depression Work? A Realist Review of Persuasive System Design Components in Internet-Based Psychological Therapies. Journal of Medical Internet Research 2017;19(8):e266 View
  17. Balli F. Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process. JMIR Serious Games 2018;6(4):e18 View
  18. Søgaard Neilsen A, Wilson R. 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 View
  19. Schwarz A, Huertas-Delgado F, Cardon G, DeSmet A. Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies. Games for Health Journal 2020;9(3):150 View
  20. Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8 View
  21. Bruggers C, Baranowski S, Beseris M, Leonard R, Long D, Schulte E, Shorter A, Stigner R, Mason C, Bedrov A, Pascual I, Bulaj G. A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases. Frontiers in Pediatrics 2018;6 View
  22. 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 View
  23. Edwards E, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith J, Greenhill D, Griffiths C, Walton R. Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games 2018;6(4):e10252 View
  24. 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 View
  25. Dias L, Barbosa J, Vianna H. Gamification and serious games in depression care: A systematic mapping study. Telematics and Informatics 2018;35(1):213 View
  26. Buijs-Spanjers K, Hegge H, Cnossen F, Hoogendoorn E, Jaarsma D, de Rooij S. Dark Play of Serious Games: Effectiveness and Features (G4HE2018). Games for Health Journal 2019;8(4):301 View
  27. Chicchi Giglioli I, de Juan Ripoll C, Parra E, Alcañiz Raya M, Kotozaki Y. EXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities. PLOS ONE 2018;13(11):e0206925 View
  28. Cheng V, Piper S, Ottavio A, Davenport T, Hickie I. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis. Journal of Medical Internet Research 2021;23(2):e23502 View
  29. Beristain-Colorado M, Ambros-Antemate J, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Moreno-Rodriguez A, Hernández-Cruz P, Gallegos-Velasco I, Torres-Rosas R. Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal. JMIR Serious Games 2021;9(2):e25854 View
  30. Smits M, Kim C, van Goor H, Ludden G. From Digital Health to Digital Well-being: Systematic Scoping Review. Journal of Medical Internet Research 2022;24(4):e33787 View
  31. Ferrari M, Sabetti J, McIlwaine S, Fazeli S, Sadati S, Shah J, Archie S, Boydell K, Lal S, Henderson J, Alvarez-Jimenez M, Andersson N, Nielsen R, Reynolds J, Iyer S. 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 View
  32. Abd-Alrazaq A, Al-Jafar E, Alajlani M, Toro C, Alhuwail D, Ahmed A, Reagu S, Al-Shorbaji N, Househ M. The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis. JMIR Serious Games 2022;10(1):e32331 View
  33. 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 View
  34. Bennett S, Shafran R. Adaptation, personalization and capacity in mental health treatments: a balancing act?. Current Opinion in Psychiatry 2023;36(1):28 View
  35. Brons A, Braam K, Broekema A, Timmerman A, Millenaar K, Engelbert R, Kröse B, Visser B. Translating Promoting Factors and Behavior Change Principles Into a Blended and Technology-Supported Intervention to Stimulate Physical Activity in Children With Asthma (Foxfit): Design Study. JMIR Formative Research 2022;6(7):e34121 View
  36. Povey J, Sweet M, Nagel T, Lowell A, Shand F, Vigona J, Dingwall K. Determining Priorities in the Aboriginal and Islander Mental Health Initiative for Youth App Second Phase Participatory Design Project: Qualitative Study and Narrative Literature Review. JMIR Formative Research 2022;6(2):e28342 View
  37. Wehbe R, Whaley C, Eskandari Y, Suarez A, Nacke L, Hammer J, Lank E. Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants. JMIR Serious Games 2022;10(2):e21376 View
  38. Ducharme P, Kahn J, Vaudreuil C, Gusman M, Waber D, Ross A, Rotenberg A, Rober A, Kimball K, Peechatka A, Gonzalez-Heydrich J. A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training. Frontiers in Psychiatry 2021;12 View
  39. Khazaal Y, Potvin S, Pennou A, Djomo W, Borgeat F, Lecomte T. Des repères pour la conception des apps ?. Santé mentale au Québec 2021;46(1):119 View
  40. Williams C, Griffin K, Botvin C, Sousa S, Botvin G. Effectiveness of Digital Health Tools to Prevent Bullying among Middle School Students. Adolescents 2023;3(1):110 View
  41. Hammady R, Arnab S. Serious Gaming for Behaviour Change: A Systematic Review. Information 2022;13(3):142 View
  42. David O, Stroian P, Predatu R, Maffei A. State anxiety and frontal alpha asymmetry effects of the REThink online video game for children and adolescents: A six-month follow-up. Personality and Individual Differences 2022;196:111725 View
  43. Martinez K, Menéndez-Menéndez M, Bustillo A. Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review. JMIR Serious Games 2021;9(4):e30482 View
  44. Gómez-Cambronero Á, Casteleyn S, Bretón-López J, García-Palacios A, Mira A. A smartphone-based serious game for depressive symptoms: Protocol for a pilot randomized controlled trial. Internet Interventions 2023;32:100624 View
  45. Saha A, Dixit A, Shankar L, Battala M, Khan N, Saggurti N, Ayyagari K, Raj A, Howard S. Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girls. Reproductive Health 2023;20(1) View
  46. Mobbs S, Lund G. Virtual reality as a drug-free treatment for depression in the elderly: Considerations of creating a bespoke software treatment. Animation Practice, Process & Production 2021;10(1):117 View
  47. Khodakarami F, Sekhavat Y, Alizadeh F. Evergreen: An existential video game to increase the indices associated with existential thinking in the audience. Entertainment Computing 2024;50:100679 View

Books/Policy Documents

  1. Goh N, Goh T, Lim C, Fung D. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
  2. Chatterjee L, Sengupta R. Digital Identity in the New Era of Personalized Medicine. View