323 related articles for article (PubMed ID: 34651180)
1. Playing alone: can game design elements satisfy user needs in gamified mHealth services?
Mitchell R; Schuster L; Jin HS
Health Promot Int; 2022 Apr; 37(2):. PubMed ID: 34651180
[TBL] [Abstract][Full Text] [Related]
2. The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach.
Wang T; Fan L; Zheng X; Wang W; Liang J; An K; Ju M; Lei J
J Med Internet Res; 2021 Aug; 23(8):e24546. PubMed ID: 34387550
[TBL] [Abstract][Full Text] [Related]
3. Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour.
Wee SC; Choong WW
J Environ Manage; 2019 Mar; 233():97-106. PubMed ID: 30572268
[TBL] [Abstract][Full Text] [Related]
4. A game plan: Gamification design principles in mHealth applications for chronic disease management.
Miller AS; Cafazzo JA; Seto E
Health Informatics J; 2016 Jun; 22(2):184-93. PubMed ID: 24986104
[TBL] [Abstract][Full Text] [Related]
5. Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach.
Bui TA; Pohl M; Rosenfelt C; Ogourtsova T; Yousef M; Whitlock K; Majnemer A; Nicholas D; Demmans Epp C; Zaiane O; Bolduc FV
JMIR Hum Factors; 2022 Aug; 9(3):e31991. PubMed ID: 35984679
[TBL] [Abstract][Full Text] [Related]
6. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study.
El-Hilly AA; Iqbal SS; Ahmed M; Sherwani Y; Muntasir M; Siddiqui S; Al-Fagih Z; Usmani O; Eisingerich AB
JMIR Serious Games; 2016 Oct; 4(2):e18. PubMed ID: 27777216
[TBL] [Abstract][Full Text] [Related]
7. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.
Xu L; Shi H; Shen M; Ni Y; Zhang X; Pang Y; Yu T; Lian X; Yu T; Yang X; Li F
JMIR Mhealth Uhealth; 2022 Feb; 10(2):e27794. PubMed ID: 35113034
[TBL] [Abstract][Full Text] [Related]
8. Gamification in Action: Theoretical and Practical Considerations for Medical Educators.
Rutledge C; Walsh CM; Swinger N; Auerbach M; Castro D; Dewan M; Khattab M; Rake A; Harwayne-Gidansky I; Raymond TT; Maa T; Chang TP;
Acad Med; 2018 Jul; 93(7):1014-1020. PubMed ID: 29465450
[TBL] [Abstract][Full Text] [Related]
9. Engaging Elderly People in Telemedicine Through Gamification.
de Vette F; Tabak M; Dekker-van Weering M; Vollenbroek-Hutten M
JMIR Serious Games; 2015 Dec; 3(2):e9. PubMed ID: 26685287
[TBL] [Abstract][Full Text] [Related]
10. Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.
Nurmi J; Knittle K; Ginchev T; Khattak F; Helf C; Zwickl P; Castellano-Tejedor C; Lusilla-Palacios P; Costa-Requena J; Ravaja N; Haukkala A
JMIR Mhealth Uhealth; 2020 Jan; 8(1):e12884. PubMed ID: 32003750
[TBL] [Abstract][Full Text] [Related]
11. The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States.
Esmaeilzadeh P
JMIR Serious Games; 2021 Jul; 9(3):e28282. PubMed ID: 34812736
[TBL] [Abstract][Full Text] [Related]
12. 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]
13. 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]
14. Who likes to learn new things? How Gamification User Types and Satisfaction but not the frustration of basic psychological needs explain the preference for learning new things.
Rowicka M; Postek S
Acta Psychol (Amst); 2023 Jun; 236():103925. PubMed ID: 37116268
[TBL] [Abstract][Full Text] [Related]
15. 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]
16. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study.
Khaleghi A; Aghaei Z; Mahdavi MA
JMIR Serious Games; 2021 May; 9(2):e21900. PubMed ID: 33819164
[TBL] [Abstract][Full Text] [Related]
17. [Game-based approaches to prevention and health promotion: serious games and gamification].
Tolks D; Lampert C; Dadaczynski K; Maslon E; Paulus P; Sailer M
Bundesgesundheitsblatt Gesundheitsforschung Gesundheitsschutz; 2020 Jun; 63(6):698-707. PubMed ID: 32451596
[TBL] [Abstract][Full Text] [Related]
18. More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design.
Giunti G; Mylonopoulou V; Rivera Romero O
JMIR Mhealth Uhealth; 2018 Mar; 6(3):e51. PubMed ID: 29500159
[TBL] [Abstract][Full Text] [Related]
19. Large-Scale Fandom-based Gamification Intervention to Increase Physical Activity: A Quasi-experimental Study.
Kamada M; Hayashi H; Shiba K; Taguri M; Kondo N; Lee IM; Kawachi I
Med Sci Sports Exerc; 2022 Jan; 54(1):181-188. PubMed ID: 34366420
[TBL] [Abstract][Full Text] [Related]
20. Points-Based Reward Systems in Gamification Impact Children's Physical Activity Strategies and Psychological Needs.
Ahn SJG; Johnsen K; Ball C
Health Educ Behav; 2019 Jun; 46(3):417-425. PubMed ID: 30678507
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]