Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Citing this Article

Right click to copy or hit: ctrl+c (cmd+c on mac)

Published on 25.10.18 in Vol 5, No 4 (2018): Oct-Dec

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

Works citing "Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review"

According to Crossref, the following articles are citing this article (DOI 10.2196/11640):

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

  1. Zakaria NS, Saripan MI, Subarimaniam N, Ismail A. Testing EthoshuntTM as a Gamification-Based Mobile Application in Ethics Education: Mixed Methods Pilot Study (Preprint). JMIR Serious Games 2020;
  2. Zhang M, Ying J. Incorporating Participatory Action Research in Attention Bias Modification Interventions for Addictive Disorders: Perspectives. International Journal of Environmental Research and Public Health 2019;16(5):822
  3. Vives R, Garcia-Romeu R, Iakimova G. Les procédures de modification des biais cognitifs sont-elles efficaces en dehors d’un laboratoire de recherche ? Essai contrôlé randomisé d’une procédure de CBM en ligne. French Journal of Psychiatry 2019;1:S122
  4. Zhang MW, Heng S, Song G, Fung DSS, Smith H. Codesigning a mobile gamified attention bias modification intervention: research protocol. BMJ Open 2019;9(10):e031897
  5. Zhang M, Heng S, Song G, Fung DS, Smith HE. Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study. JMIR mHealth and uHealth 2019;7(10):e15871