Published on in Vol 6 , No 6 (2019) :June
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/13717, first published
.

Journals
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- 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
- Yang H, Li D. Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance. Technological Forecasting and Social Change 2021;169:120839 View
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- Yang H, Li D. Understanding the dark side of gamification health management: A stress perspective. Information Processing & Management 2021;58(5):102649 View
- Herzog L, Kellmeyer P, Wild V. Digital behavioral technology, vulnerability and justice: towards an integrated approach. Review of Social Economy 2022;80(1):7 View
- 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
- Auf H, Dagman J, Renström S, Chaplin J. GAMIFICATION AND NUDGING TECHNIQUES FOR IMPROVING USER ENGAGEMENT IN MENTAL HEALTH AND WELL-BEING APPS. Proceedings of the Design Society 2021;1:1647 View
- Roth C, Papassotiropoulos A, Brühl A, Lang U, Huber C. Psychiatry in the Digital Age: A Blessing or a Curse?. International Journal of Environmental Research and Public Health 2021;18(16):8302 View
- Carlier S, Coppens D, De Backere F, De Turck F. Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability 2021;13(18):10434 View
- 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
- 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
- Eisenstadt A, Liverpool S, Metaxa A, Ciuvat R, Carlsson C. Acceptability, Engagement, and Exploratory Outcomes of an Emotional Well-being App: Mixed Methods Preliminary Evaluation and Descriptive Analysis. JMIR Formative Research 2021;5(11):e31064 View
- El hafidy A, Rachad T, Idri A, Zellou A, Mascetti S. Gamified Mobile Applications for Improving Driving Behavior: A Systematic Mapping Study. Mobile Information Systems 2021;2021:1 View
- Henry N, Donkin L, Williams M, Pedersen M. mHealth Technologies for Managing Problematic Pornography Use: Content Analysis. JMIR Formative Research 2022;6(10):e39869 View
- Arora C, Razavian M. Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health 2021;18(21):11052 View
- Ramshaw G, McKeown A, Lee R, Conlon A, Brown D, Kennedy P. Introduction of Technology to Support Young People’s Care and Mental Health—A Rapid Evidence Review. Child & Youth Care Forum 2023;52(3):509 View
- Estévez-López F, Levelt L, van ’t Veer J, Hrehovcsik M, Visch V, Bramer W, Hillegers M, van de Putte E, Veltkamp R, Nijhof S. Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases: a protocol for a systematic review and meta-analyses from the eHealth Junior Consortium. BMJ Open 2022;12(9):e059581 View
- 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
- White B, Martin A, White J. Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2022:100528 View
- Naccache B, Mesquida L, Raynaud J, Revet A. Smartphone application for adolescents with anorexia nervosa: an initial acceptability and user experience evaluation. BMC Psychiatry 2021;21(1) View
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- Mouchabac S, Maatoug R, Conejero I, Adrien V, Bonnot O, Millet B, Ferreri F, Bourla A. In Search of Digital Dopamine: How Apps Can Motivate Depressed Patients, a Review and Conceptual Analysis. Brain Sciences 2021;11(11):1454 View
- Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602 View
- Doorley J, Lentz T, Yeh G, Wayne P, Archer K, Vranceanu A. Technology-Enhanced Delivery Models to Facilitate the Implementation of Psychologically Informed Practice for Chronic Musculoskeletal Pain. Physical Therapy 2022;103(1) View
- Ouellet-Morin I, Robitaille M, Juster R. Applications mobiles pour soutenir la santé mentale des jeunes : opportunités et défis. Santé mentale au Québec 2021;46(1):17 View
- Jessen S, Mirkovic J, Halvorsen Brendmo E, Solberg Nes L. Evaluating a Strengths-Based mHealth Tool (MyStrengths): Explorative Feasibility Trial. JMIR Formative Research 2021;5(11):e30572 View
- Stancu V, Frank D, Lähteenmäki L, Grunert K. Motivating consumers for health and fitness: The role of app features. Journal of Consumer Behaviour 2022;21(6):1506 View
- 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
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- Weller S, Schroeder P, Plewnia C. Gamification improves antidepressant effects of cognitive control training—A pilot trial. Frontiers in Digital Health 2022;4 View
- 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
- Veldmeijer L, Terlouw G, van ’t Veer J, Kuipers D. Harnessing virtual reality simulation in training healthcare workers in handling patients with suspected COVID-19 infections: results of training and lessons learned about design. Design for Health 2022;6(1):44 View
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- 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
- 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
- Balaskas A, Schueller S, Cox A, Doherty G. The Functionality of Mobile Apps for Anxiety: Systematic Search and Analysis of Engagement and Tailoring Features. JMIR mHealth and uHealth 2021;9(10):e26712 View
- Bui T, Pohl M, Rosenfelt C, Ogourtsova T, Yousef M, Whitlock K, Majnemer A, Nicholas D, Demmans Epp C, Zaiane O, Bolduc F. Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach. JMIR Human Factors 2022;9(3):e31991 View
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- Sriwatanathamma P, Sirivesmas V, Simatrang S, Bhowmik N. Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development. JMIR Serious Games 2023;11:e41638 View
Books/Policy Documents
- . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
- Martinez-Martin N. Ethical Dimensions of Commercial and DIY Neurotechnologies. View
- Pakarinen A, Salanterä S. Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring. View
- Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
- Simões de Almeida R. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
- D. V, K. K, V. S. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
- Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Comprehensive Clinical Psychology. View
- Sinha N. IoT in Healthcare and Ambient Assisted Living. View
- Diamond S, Hussain A, Scott R, Basu R, Cao S, Laroia M, Adnani V. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
- Nguyen T, Chai J, Eiring Ø, Wang W, O’Donnell R, Nguyen H. Social Computing and Social Media: Applications in Marketing, Learning, and Health. View
- Jovanović M, Jevremović A, Pejović-Milovančević M. Artificial Intelligence: Theory and Applications. View
- Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Research Anthology on Game Design, Development, Usage, and Social Impact. View
- Simões-Silva V, Marques A, Pinho C, Pereira D, Oliveira J, Barros M. Digital Therapies in Psychosocial Rehabilitation and Mental Health. View
- Schmidt R, Schiering I. Privacy and Identity Management. Between Data Protection and Security. View
- Costello R. Research Anthology on Developments in Gamification and Game-Based Learning. View
- Brown S, Chu S. Interactive Storytelling. View
- Brito D, Oliveira H. Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy. View
- Dawson R, Donevant S. Smartphone Apps for Health and Wellness. View
- Solorzano Alcivar N, Herrera Paltan L, Lima Palacios L, Paillacho Chiluiza D, Paillacho Corredores J. Perspectives and Trends in Education and Technology. View