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Citing this Article

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Published on 26.06.19 in Vol 6, No 6 (2019): June

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

Works citing "Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review"

According to Crossref, the following articles are citing this article (DOI 10.2196/13717):

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

  1. Vermeir JF, White MJ, Johnson D, Crombez G, Van Ryckeghem DM. The Effects of Gamification on Computerised Cognitive Training: A Systematic Review and Meta-Analysis (Preprint). JMIR Serious Games 2020;
  2. Song H, Yi D, Park H, Rodríguez C. Validation of a mobile game-based assessment of cognitive control among children and adolescents. PLOS ONE 2020;15(3):e0230498
  3. Wasil AR, Venturo-Conerly KE, Shingleton RM, Weisz JR. A review of popular smartphone apps for depression and anxiety: Assessing the inclusion of evidence-based content. Behaviour Research and Therapy 2019;123:103498
  4. Hickie IB, Davenport TA, Burns JM, Milton AC, Ospina‐Pinillos L, Whittle L, Ricci CS, McLoughlin LT, Mendoza J, Cross SP, Piper SE, Iorfino F, LaMonica HM. Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform. Medical Journal of Australia 2019;211(S7)
  5. Lo B, Shi J, Hollenberg E, Abi-Jaoude A, Johnson A, Wiljer D. Surveying the Role of Analytics in Evaluating Digital Mental Health Interventions for Transition-Aged Youth: A Scoping Review (Preprint). JMIR Mental Health 2019;
  6. Floryan M, Chow PI, Schueller SM, Ritterband LM. The Model of Gamification Principles for Digital Health Interventions: Validity and Potential Utility (Preprint). Journal of Medical Internet Research 2019;
  7. Morris J, Jones M, DeRuyter F, Putrino D, Lang CE, Jake-Schoffman D. LiveWell RERC State of the Science Conference Report on ICT Access to Support Community Living, Health and Function for People with Disabilities. International Journal of Environmental Research and Public Health 2019;17(1):274

According to Crossref, the following books are citing this article (DOI 10.2196/13717)

  1. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. 2020. chapter 6:174
  2. Martinez-Martin N. Ethical Dimensions of Commercial and DIY Neurotechnologies. 2020. :63