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Citing this Article

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Published on 24.08.16 in Vol 3, No 3 (2016): Jul-Sept

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

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)

  1. 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
    CrossRef
  2. 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;:089011711882316
    CrossRef
  3. 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
    CrossRef
  4. 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
    CrossRef
  5. 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
    CrossRef
  6. 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
    CrossRef
  7. 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
    CrossRef
  8. 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
    CrossRef
  9. 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
    CrossRef
  10. Roche CC, Wingo NP, Westfall AO, Azuero A, Dempsey DM, Willig JH. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458
    CrossRef
  11. 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
    CrossRef
  12. 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
    CrossRef
  13. 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
    CrossRef
  14. 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)
    CrossRef
  15. 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)
    CrossRef
  16. 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
    CrossRef
  17. 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
    CrossRef
  18. 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
    CrossRef
  19. 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
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/mental.5710)

:
  1. Becker D. Advances in Information and Communication Networks. 2019. Chapter 8:91
    CrossRef
  2. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. 2018. Chapter 4
    CrossRef
  3. Singh K, Landman AB. Key Advances in Clinical Informatics. 2017. :183
    CrossRef
  4. Zurstiege G, Zipfel S, Ort A, Mack I, Meitz TGK, Schäffeler N. Informational Environments. 2017. Chapter 5:97
    CrossRef