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

Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review

Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review

Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review

Journals

  1. 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 View
  2. Luna-Perejon F, Malwade S, Styliadis C, Civit J, Cascado-Caballero D, Konstantinidis E, Abdul S, Bamidis P, 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 View
  3. 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 View
  4. Nicholas J, Huckvale K, Larsen M, Basu A, Batterham P, Shaw F, Sendi S. Issues for eHealth in Psychiatry: Results of an Expert Survey. Journal of Medical Internet Research 2017;19(2):e55 View
  5. LaBrie J, de Rutte J, Boyle S, Tan C, Earle A. Leveraging copresence to increase the effectiveness of gamified personalized normative feedback. Addictive Behaviors 2019;99:106085 View
  6. Radomski A, Wozney L, McGrath P, Huguet A, Hartling L, Dyson M, Bennett K, Newton A. 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 View
  7. Vervaeke J, Van Looy J, Hoorelbeke K, Baeken C, Koster E. Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis. JMIR Serious Games 2018;6(2):e6 View
  8. Patel M, Small D, Harrison J, Fortunato M, Oon A, Rareshide C, 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 View
  9. Kungwengwe T, Evans R. Sana: A Gamified Rehabilitation Management System for Anterior Cruciate Ligament Reconstruction Recovery. Applied Sciences 2020;10(14):4868 View
  10. Hightow-Weidman L, Muessig K, Bauermeister J, LeGrand S, Fiellin L. The future of digital games for HIV prevention and care. Current Opinion in HIV and AIDS 2017;12(5):501 View
  11. Podina I, Fodor L, 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) View
  12. 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 View
  13. 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) View
  14. 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 View
  15. Earle A, LaBrie J, Boyle S, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71 View
  16. Odgers C. Why Digital Tools Have Not Yet Revolutionized Adolescent Health Research and What We Can Do. Journal of Research on Adolescence 2019;29(3):675 View
  17. 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 View
  18. Flett J, Fletcher B, Riordan B, Patterson T, Hayne H, Conner T. The peril of self-reported adherence in digital interventions: A brief example. Internet Interventions 2019;18:100267 View
  19. Lowensteyn I, Berberian V, Berger C, Da Costa D, Joseph L, Grover S. 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 View
  20. Litvin S, Saunders R, Maier M, Lüttke S, Matsuoka Y. 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 View
  21. El-Hilly A, Iqbal S, Ahmed M, Sherwani Y, Muntasir M, Siddiqui S, Al-Fagih Z, Usmani O, Eisingerich A. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study. JMIR Serious Games 2016;4(2):e18 View
  22. 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) View
  23. Roche C, Wingo N, Westfall A, Azuero A, Dempsey D, Willig J. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458 View
  24. Christie G, Shepherd M, Merry S, Hopkins S, Knightly S, Stasiak K. Gamifying CBT to deliver emotional health treatment to young people on smartphones. Internet Interventions 2019;18:100286 View
  25. 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 View
  26. 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 View
  27. Sarbadhikari S, Sood J. Gamification for nurturing healthy habits. The National Medical Journal of India 2018;31(4):253 View
  28. Cheng V, Davenport T, Johnson D, Vella K, Hickie I. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health 2019;6(6):e13717 View
  29. 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 View
  30. 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 View
  31. 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
  32. Hoeppner B, Hoeppner S, Carlon H, Perez G, Helmuth E, Kahler C, Kelly J. 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 View
  33. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644 View
  34. Addington E, Cheung E, Bassett S, Kwok I, Schuette S, Shiu E, Yang D, Cohn M, Leykin Y, Saslow L, Moskowitz J. 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 View
  35. Dias L, Barbosa J, Feijó L, Vianna H. 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 View
  36. Luik A, Kyle S, Espie C. Digital Cognitive Behavioral Therapy (dCBT) for Insomnia: a State-of-the-Science Review. Current Sleep Medicine Reports 2017;3(2):48 View
  37. Wilansky P, Eklund J, Milner T, Kreindler D, Cheung A, Kovacs T, Shooshtari S, Astell A, Ohinmaa A, Henderson J, Strauss J, Mills R. Cognitive Behavior Therapy for Anxious and Depressed Youth: Improving Homework Adherence Through Mobile Technology. JMIR Research Protocols 2016;5(4):e209 View
  38. Karekla M, Kasinopoulos O, Neto D, Ebert D, Van Daele T, Nordgreen T, Höfer S, Oeverland S, Jensen K. Best Practices and Recommendations for Digital Interventions to Improve Engagement and Adherence in Chronic Illness Sufferers. European Psychologist 2019;24(1):49 View
  39. Yeager C, Shoji K, Luszczynska A, Benight C. Engagement With a Trauma Recovery Internet Intervention Explained With the Health Action Process Approach (HAPA): Longitudinal Study. JMIR Mental Health 2018;5(2):e29 View
  40. Renfrew M, Morton D, Morton J, Hinze J, Przybylko G, Craig B. 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 View
  41. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  42. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  43. Laato S, Islam A, Laine T. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology 2022;41(9):1888 View
  44. Renfrew M, Morton D, Northcote M, Morton J, Hinze J, 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 View
  45. Kip H, Da Silva M, Bouman Y, van Gemert-Pijnen L, Kelders S. A self-control training app to increase self-control and reduce aggression – A full factorial design. Internet Interventions 2021;25:100392 View
  46. 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) View
  47. Moskowitz J, Addington E, Shiu E, Bassett S, Schuette S, Kwok I, Freedman M, Leykin Y, Saslow L, Cohn M, Cheung E. 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 View
  48. Al-Moghrabi D, Barber S, Fleming P. Removable retention: enhancing adherence and the remit of shared decision-making. British Dental Journal 2021;230(11):765 View
  49. 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
  50. Agarwal A, Waddell K, Small D, Evans C, Harrington T, Djaraher R, Oon A, Patel M. 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 View
  51. Parker B, Anderson M, Batterham P, Gayed A, Subotic-Kerry M, Achilles M, Chakouch C, Werner-Seidler A, Whitton A, 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 View
  52. Bischoff L, 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 View
  53. Hübner S, Haijen E, Kaelen M, Carhart-Harris R, 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 View
  54. Gan D, McGillivray L, Larsen M, 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 View
  55. Muller J, Tomlin L, March S, Jackson B, Budden T, Law K, Dimmock J. Understanding parent perspectives on engagement with online youth-focused mental health programs. Psychology & Health 2024;39(5):613 View
  56. Six S, Byrne K, Aly H, Harris M. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial. JMIR Mental Health 2022;9(8):e39516 View
  57. 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 View
  58. Tanouri A, Kennedy A, Veer E. A conceptual framework for transformative gamification services. Journal of Services Marketing 2022;36(2):185 View
  59. Saleem M, Kühne L, De Santis K, 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 View
  60. Dias J, Tibes-Cherman C, Aragão R, Tourinho H, Zem-Mascarenhas S, Fonseca L. Avaliação de serious game em programa de enfrentamento da obesidade infantil. Acta Paulista de Enfermagem 2021;34 View
  61. Kuck N, Dietel F, 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 View
  62. Mallipeddi N, Mehrotra A, Van Stan J. 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 View
  63. Morton E, Nicholas J, Lapadat L, O'Brien H, Barnes S, Poh C, Michalak E. 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 View
  64. Lippke S, Gao L, Keller F, 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 View
  65. 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
  66. 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 View
  67. 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 View
  68. 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 View
  69. Dai Z, MacDorman K. Creepy, but Persuasive: In a Virtual Consultation, Physician Bedside Manner, Rather than the Uncanny Valley, Predicts Adherence. Frontiers in Virtual Reality 2021;2 View
  70. 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 View
  71. Geirhos A, Domhardt M, Lunkenheimer F, Temming S, Holl R, Minden K, Warschburger P, Meissner T, Mueller-Stierlin A, 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) View
  72. Ribanszki R, Saez Fonseca J, Barnby J, 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 View
  73. 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 View
  74. 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) View
  75. 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) View
  76. Bezabih A, Gerling K, Abebe W, Abeele V. Behavioral Theories and Motivational Features Underlying eHealth Interventions for Adolescent Antiretroviral Adherence: Systematic Review. JMIR mHealth and uHealth 2021;9(12):e25129 View
  77. Gan D, McGillivray L, Larsen M, 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 View
  78. 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 View
  79. Dingwall K, 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 View
  80. Larionov K, Petrova E, Demirbuga N, Werth O, Breitner M, Gebhardt P, Caldarone F, Duncker D, Westhoff-Bleck M, Sensenhauser A, Maxrath N, Marschollek M, Kahl K, 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 View
  81. Amer N, Shohieb S, Eladrosy W, Elbakry H, Elrazek S. Sokoon. International Journal of Gaming and Computer-Mediated Simulations 2023;15(1):1 View
  82. Romero Guzmán F, Solano León E, Osorio Ospina H. Transformación digital de la atención psicológica: estado actual de la telepsicología en Colombia. Psicoespacios 2023;17(31):1 View
  83. Welten J, Cox V, van Eijk R, van Heugten C, Visser-Meily J, Schepers V. 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 View
  84. Lipschitz J, Pike C, Hogan T, Murphy S, Burdick K. 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 View
  85. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  86. Aschentrup L, Steimer P, Dadaczynski K, Mc Call T, Fischer F, Wrona K. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1) View
  87. 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 View
  88. Jeong H, Yoo J, Goh M, Song H. Deep breathing in your hands: designing and assessing a DTx mobile app. Frontiers in Digital Health 2024;6 View
  89. 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 View
  90. Shi L, Li X, Win K. Investigating mobile persuasive design for mental wellness: A cross-domain analysis. International Journal of Medical Informatics 2024;185:105353 View
  91. Zhu Z. Maternal mental health monitoring in an online community: a natural language processing approach. Behaviour & Information Technology 2024:1 View

Books/Policy Documents

  1. Nurhayati E, Respati T, Yulianto F, Budiman B, Feriandi Y, Nugroho E, Shandriasti A. Medical Technology and Environmental Health. View
  2. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. View
  3. Whelan R, Cao Z, O'Halloran L, Pennie B. Cognition and Addiction. View
  4. Becker D. Advances in Information and Communication Networks. View
  5. Singh K, Landman A. Key Advances in Clinical Informatics. View
  6. Zurstiege G, Zipfel S, Ort A, Mack I, Meitz T, Schäffeler N. Informational Environments. View
  7. Sinha N. IoT in Healthcare and Ambient Assisted Living. View
  8. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  9. Kanady J, Luik A, Espie C. Encyclopedia of Sleep and Circadian Rhythms. View
  10. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. View
  11. Välimäki M, Hipp K. Advanced Practice in Mental Health Nursing. View
  12. Ögel Aydın S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
  13. Brown S, Chu S. Interactive Storytelling. View
  14. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  15. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. View
  16. Argubi-Wollesen A, Wollesen B. Gesundheitsförderung und Präventionsarbeit im Pflegeheim. View