369 related articles for article (PubMed ID: 26944611)
1. Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature.
Alahäivälä T; Oinas-Kukkonen H
Int J Med Inform; 2016 Dec; 96():62-70. PubMed ID: 26944611
[TBL] [Abstract][Full Text] [Related]
2. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions.
Lewis ZH; Swartz MC; Lyons EJ
Games Health J; 2016 Apr; 5(2):93-9. PubMed ID: 26812253
[TBL] [Abstract][Full Text] [Related]
3. Archetypes of Gamification: Analysis of mHealth Apps.
Schmidt-Kraepelin M; Toussaint PA; Thiebes S; Hamari J; Sunyaev A
JMIR Mhealth Uhealth; 2020 Oct; 8(10):e19280. PubMed ID: 33074155
[TBL] [Abstract][Full Text] [Related]
4. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).
Warsinsky S; Schmidt-Kraepelin M; Rank S; Thiebes S; Sunyaev A
J Med Internet Res; 2021 Sep; 23(9):e30390. PubMed ID: 34505840
[TBL] [Abstract][Full Text] [Related]
5. Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials.
Mazeas A; Duclos M; Pereira B; Chalabaev A
J Med Internet Res; 2022 Jan; 24(1):e26779. PubMed ID: 34982715
[TBL] [Abstract][Full Text] [Related]
6. Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment.
Kelders SM; Sommers-Spijkerman M; Goldberg J
J Med Internet Res; 2018 Jul; 20(7):e247. PubMed ID: 30049669
[TBL] [Abstract][Full Text] [Related]
7. Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study.
Zhao Z; Arya A; Orji R; Chan G
JMIR Serious Games; 2020 Nov; 8(4):e19968. PubMed ID: 33200994
[TBL] [Abstract][Full Text] [Related]
8. Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease.
Berglund A; Jaarsma T; Berglund E; Strömberg A; Klompstra L
Eur J Cardiovasc Nurs; 2022 Aug; 21(6):630-638. PubMed ID: 35709297
[TBL] [Abstract][Full Text] [Related]
9. A systematic review of gamification in e-Health.
Sardi L; Idri A; Fernández-Alemán JL
J Biomed Inform; 2017 Jul; 71():31-48. PubMed ID: 28536062
[TBL] [Abstract][Full Text] [Related]
10. Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review.
Hakim H; Driedger SM; Gagnon D; Chevrier J; Roch G; Dubé E; Witteman HO
JMIR Serious Games; 2024 Feb; 12():e47257. PubMed ID: 38421688
[TBL] [Abstract][Full Text] [Related]
11. Gamification: a Novel Approach to Mental Health Promotion.
Cheng C; Ebrahimi OV
Curr Psychiatry Rep; 2023 Nov; 25(11):577-586. PubMed ID: 37801212
[TBL] [Abstract][Full Text] [Related]
12. The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial.
Allam A; Kostova Z; Nakamoto K; Schulz PJ
J Med Internet Res; 2015 Jan; 17(1):e14. PubMed ID: 25574939
[TBL] [Abstract][Full Text] [Related]
13. Gamification for health and wellbeing: A systematic review of the literature.
Johnson D; Deterding S; Kuhn KA; Staneva A; Stoyanov S; Hides L
Internet Interv; 2016 Nov; 6():89-106. PubMed ID: 30135818
[TBL] [Abstract][Full Text] [Related]
14. Does gamification improve fruit and vegetable intake in adolescents? a systematic review.
Yoshida-Montezuma Y; Ahmed M; Ezezika O
Nutr Health; 2020 Dec; 26(4):347-366. PubMed ID: 32703067
[TBL] [Abstract][Full Text] [Related]
15. Health Behavior Change Support Systems as a research discipline; A viewpoint.
Kelders SM; Oinas-Kukkonen H; Oörni A; van Gemert-Pijnen JE
Int J Med Inform; 2016 Dec; 96():3-10. PubMed ID: 27432207
[TBL] [Abstract][Full Text] [Related]
16. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy.
Lumsden J; Edwards EA; Lawrence NS; Coyle D; Munafò MR
JMIR Serious Games; 2016 Jul; 4(2):e11. PubMed ID: 27421244
[TBL] [Abstract][Full Text] [Related]
17. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review.
Zhang M; Ying J; Song G; Fung DS; Smith H
JMIR Ment Health; 2018 Oct; 5(4):e11640. PubMed ID: 30361194
[TBL] [Abstract][Full Text] [Related]
18. Ethics of Gamification in Health and Fitness-Tracking.
Arora C; Razavian M
Int J Environ Res Public Health; 2021 Oct; 18(21):. PubMed ID: 34769570
[TBL] [Abstract][Full Text] [Related]
19. Socially-driven persuasive health intervention design: Competition, social comparison, and cooperation.
Orji R; Oyibo K; Lomotey RK; Orji FA
Health Informatics J; 2019 Dec; 25(4):1451-1484. PubMed ID: 29801426
[TBL] [Abstract][Full Text] [Related]
20. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review.
Cheng VWS; Davenport T; Johnson D; Vella K; Hickie IB
JMIR Ment Health; 2019 Jun; 6(6):e13717. PubMed ID: 31244479
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]