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Citing this Article

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Published on 21.04.15 in Vol 2, No 2 (2015): April-June

This paper is in the following e-collection/theme issue:

Works citing "Integrating Health Behavior Theory and Design Elements in Serious Games"

According to Crossref, the following articles are citing this article (DOI 10.2196/mental.4133):

(note that this is only a small subset of citations)

  1. 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 2018;
    CrossRef
  2. Edwards EA, Caton H, Lumsden J, Rivas C, Steed L, Pirunsarn Y, Jumbe S, Newby C, Shenvi A, Mazumdar S, Smith JQ, Greenhill D, Griffiths CJ, Walton RT. Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game. JMIR Serious Games 2018;6(4):e10252
    CrossRef
  3. Chicchi Giglioli IA, 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
    CrossRef
  4. 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
    CrossRef
  5. Dias LPS, Barbosa JLV, Vianna HD. Gamification and serious games in depression care: A systematic mapping study. Telematics and Informatics 2018;35(1):213
    CrossRef
  6. David OA, Cardoș RAI, 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 2018;
    CrossRef
  7. Hill C, Creswell C, Vigerland S, Nauta MH, March S, Donovan C, Wolters L, Spence SH, Martin JL, Wozney L, McLellan L, Kreuze L, Gould K, Jolstedt M, Nord M, Hudson JL, Utens E, Ruwaard J, Albers C, Khanna M, Albano AM, Serlachius E, Hrastinski S, Kendall PC. 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
    CrossRef
  8. Babbage C, Jackson GM, Nixon E. Current and desired digital technology use for self-management of wellbeing among young people: a qualitative study. (Preprint). JMIR Mental Health 2018;
    CrossRef
  9. Bruggers CS, Baranowski S, Beseris M, Leonard R, Long D, Schulte E, Shorter A, Stigner R, Mason CC, 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
    CrossRef
  10. Fleming TM, Bavin L, Stasiak K, Hermansson-Webb E, Merry SN, Cheek C, Lucassen M, Lau HM, Pollmuller B, Hetrick S. Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Frontiers in Psychiatry 2017;7
    CrossRef
  11. 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
    CrossRef
  12. Hollis C, Falconer CJ, Martin JL, Whittington C, Stockton S, Glazebrook C, Davies EB. 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
    CrossRef
  13. Wozney L, Huguet A, Bennett K, Radomski AD, Hartling L, Dyson M, McGrath PJ, Newton AS. 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
    CrossRef
  14. Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8
    CrossRef
  15. 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
    CrossRef
  16. Fleming TM, de Beurs D, Khazaal Y, Gaggioli A, Riva G, Botella C, Baños RM, Aschieri F, Bavin LM, Kleiboer A, Merry S, Lau HM, Riper H. Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift. Frontiers in Psychiatry 2016;7
    CrossRef
  17. Traynor A, Morrissey E, Egan J, McGuire BE. 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)
    CrossRef
  18. Bul KC, Kato PM, Van der Oord S, Danckaerts M, Vreeke LJ, Willems A, van Oers HJ, Van Den Heuvel R, Birnie D, Van Amelsvoort TA, Franken IH, 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
    CrossRef
  19. Alber JM, Watson AM, Barnett TE, Mercado R, Bernhardt JM. 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
    CrossRef