Published on in Vol 17, No 1 (2015): January

The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial

The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial

The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial

Journals

  1. Kuang J, Argo L, Stoddard G, Bray B, Zeng-Treitler Q. Assessing Pictograph Recognition: A Comparison of Crowdsourcing and Traditional Survey Approaches. Journal of Medical Internet Research 2015;17(12):e281 View
  2. Kouwenhoven-Pasmooij T, Robroek S, Ling S, van Rosmalen J, van Rossum E, Burdorf A, Hunink M. A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study. JMIR Serious Games 2017;5(2):e6 View
  3. Berton A, Longo U, Candela V, Fioravanti S, Giannone L, Arcangeli V, Alciati V, Berton C, Facchinetti G, Marchetti A, Schena E, De Marinis M, Denaro V. Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation. Journal of Clinical Medicine 2020;9(8):2567 View
  4. Panchyrz I, Schwarz P. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42 View
  5. Bojd B, Song X, Tan Y, Yan X. Gamified Challenges in Online Weight-Loss Communities. SSRN Electronic Journal 2018 View
  6. Winkel D, Brantner P, Lutz J, Korkut S, Linxen S, Heye T. Gamification of Electronic Learning in Radiology Education to Improve Diagnostic Confidence and Reduce Error Rates. American Journal of Roentgenology 2020;214(3):618 View
  7. Forman E, Manasse S, Dallal D, Crochiere R, Berry M, Butryn M, Juarascio A. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Translational Behavioral Medicine 2021;11(4):1015 View
  8. AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12 View
  9. Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89 View
  10. Fadda M, Galimberti E, Fiordelli M, Romanò L, Zanetti A, Schulz P. Effectiveness of a smartphone app to increase parents' knowledge and empowerment in the MMR vaccination decision: A randomized controlled trial. Human Vaccines & Immunotherapeutics 2017;13(11):2512 View
  11. Milward J, Drummond C, Fincham-Campbell S, Deluca P. What makes online substance-use interventions engaging? A systematic review and narrative synthesis. DIGITAL HEALTH 2018;4:205520761774335 View
  12. Schneider M, Baseler G, Funken O, Heberger S, Kiltz U, Klose P, Krüger K, Langhorst J, Mau W, Oltman R, Richter B, Seitz S, Sewerin P, Tholen R, Weseloh C, Witthöft M, Specker C. Management der frühen rheumatoiden Arthritis. Zeitschrift für Rheumatologie 2020;79(S1):1 View
  13. Costello R, Anand A, Jameson Evans M, Dixon W. Associations Between Engagement With an Online Health Community and Changes in Patient Activation and Health Care Utilization: Longitudinal Web-Based Survey. Journal of Medical Internet Research 2019;21(8):e13477 View
  14. Pang B, Kubacki K, Rundle-Thiele S. Promoting active travel to school: a systematic review (2010–2016). BMC Public Health 2017;17(1) View
  15. Hamari J, Koivisto J. “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior 2015;50:333 View
  16. Plangger K, Campbell C, Robson K, Montecchi M. Little rewards, big changes: Using exercise analytics to motivate sustainable changes in physical activity. Information & Management 2022;59(5):103216 View
  17. Guo Y, Albright D. The effectiveness of telehealth on self-management for older adults with a chronic condition: A comprehensive narrative review of the literature. Journal of Telemedicine and Telecare 2018;24(6):392 View
  18. Seppen B, den Boer P, Wiegel J, ter Wee M, van der Leeden M, de Vries R, van der Esch M, Bos W. Asynchronous mHealth Interventions in Rheumatoid Arthritis: Systematic Scoping Review. JMIR mHealth and uHealth 2020;8(11):e19260 View
  19. Chen K, Zdorova M, Nathan-Roberts D. Implications of Wearables, Fitness Tracking Services, and Quantified Self on Healthcare. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2017;61(1):1066 View
  20. Välimäki M, Mishina K, Kaakinen J, Holm S, Vahlo J, Kirjonen M, Pekurinen V, Tenovuo O, Korkeila J, Hämäläinen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study. Journal of Medical Internet Research 2018;20(3):e77 View
  21. Hammedi W, Leclercq T, Poncin I, Alkire (Née Nasr) L. Uncovering the dark side of gamification at work: Impacts on engagement and well-being. Journal of Business Research 2021;122:256 View
  22. Tu R, Hsieh P, Feng W. Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities. Sport Management Review 2019;22(5):682 View
  23. Alahäivälä T, Oinas-Kukkonen H. Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International Journal of Medical Informatics 2016;96:62 View
  24. Grimm O, Kaiser S, Plichta M, Tobler P. Altered reward anticipation: Potential explanation for weight gain in schizophrenia?. Neuroscience & Biobehavioral Reviews 2017;75:91 View
  25. Kaium M, Bao Y, Alam M, Hoque M. Understanding continuance usage intention of mHealth in a developing country. International Journal of Pharmaceutical and Healthcare Marketing 2020;14(2):251 View
  26. Feng W, Tu R, Hsieh P. Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements. Journal of Retailing and Consumer Services 2020;57:102229 View
  27. Abdul Rahim M, Thomas R. Gamification of Medication Adherence in Epilepsy. Seizure 2017;52:11 View
  28. Lasorsa I, D’Antrassi P, Ajčević M, Stellato K, Di Lenarda A, Marceglia S, Accardo A. Personalized support for chronic conditions. Applied Clinical Informatics 2016;07(03):633 View
  29. Adamse C, Dekker-Van Weering M, van Etten-Jamaludin F, Stuiver M. The effectiveness of exercise-based telemedicine on pain, physical activity and quality of life in the treatment of chronic pain: A systematic review. Journal of Telemedicine and Telecare 2018;24(8):511 View
  30. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802 View
  31. Koivisto J, Hamari J. The rise of motivational information systems: A review of gamification research. International Journal of Information Management 2019;45:191 View
  32. Gossec L, Cantagrel A, Soubrier M, Berthelot J, Joubert J, Combe B, Czarlewski W, Wendling D, Dernis E, Grange L, Beauvais C, Perdriger A, Nataf H, Dougados M, Servy H. Sanoïa®, plateforme e-santé interactive d’auto-évaluation dans la polyarthrite rhumatoïde. Essai comparatif randomisé de 12 mois sur 320 patients. Revue du Rhumatisme 2019;86(1):52 View
  33. Drewniak D, Glässel A, Hodel M, Biller-Andorno N. Risks and Benefits of Web-Based Patient Narratives: Systematic Review. Journal of Medical Internet Research 2020;22(3):e15772 View
  34. Andrikopoulou E, Scott P, Herrera H, Good A. What are the important design features of personal health records to improve medication adherence for patients with long-term conditions? A systematic literature review. BMJ Open 2019;9(9):e028628 View
  35. Emmerson K, Harding K, Taylor N. Providing exercise instructions using multimedia may improve adherence but not patient outcomes: a systematic review and meta-analysis. Clinical Rehabilitation 2019;33(4):607 View
  36. Valenzuela-Pascual F, Molina F, Corbi F, Blanco-Blanco J, Gil R, Soler-Gonzalez J. The influence of a biopsychosocial educational internet-based intervention on pain, dysfunction, quality of life, and pain cognition in chronic low back pain patients in primary care: a mixed methods approach. BMC Medical Informatics and Decision Making 2015;15(1) View
  37. Murillo-Zamorano L, Ángel López Sánchez J, Bueno Muñoz C. Gamified crowdsourcing in higher education: A theoretical framework and a case study. Thinking Skills and Creativity 2020;36:100645 View
  38. El Morr C, Layal M. Effectiveness of ICT-based intimate partner violence interventions: a systematic review. BMC Public Health 2020;20(1) View
  39. Garett R, Young S. Health Care Gamification: A Study of Game Mechanics and Elements. Technology, Knowledge and Learning 2019;24(3):341 View
  40. Cordero-Brito S, Mena J. Gamification and Its Application in the Social Environment. Journal of Information Technology Research 2020;13(3):58 View
  41. Jin H, Miao Y, Jung J, Li D. Construction of information search behavior based on data mining. Personal and Ubiquitous Computing 2022;26(2):233 View
  42. Grace-Farfaglia P. Social Cognitive Theories and Electronic Health Design: Scoping Review. JMIR Human Factors 2019;6(3):e11544 View
  43. Esbensen B, Kennedy N, Brodin N. Prevention and adherence in Rheumatic and Musculoskeletal disease. Best Practice & Research Clinical Rheumatology 2020;34(2):101525 View
  44. Hoffmann A, Christmann C, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13 View
  45. Looyestyn J, Kernot J, Boshoff K, Ryan J, Edney S, Maher C, Amblard F. Does gamification increase engagement with online programs? A systematic review. PLOS ONE 2017;12(3):e0173403 View
  46. Rajani N, Weth D, Mastellos N, Filippidis F. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883 View
  47. Lewis Z, Swartz M, Lyons E. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal 2016;5(2):93 View
  48. Earle A, LaBrie J, Boyle S, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71 View
  49. Jansson M, Koivisto J, Pikkarainen M. Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews. Journal of Clinical Nursing 2020;29(13-14):2338 View
  50. Fadda M, Galimberti E, Fiordelli M, Schulz P. Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach. JMIR mHealth and uHealth 2018;6(3):e59 View
  51. Jang S, Kitchen P, Kim J. The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research 2018;92:250 View
  52. AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14 View
  53. Werbrouck A, Swinnen E, Kerckhofs E, Buyl R, Beckwée D, De Wit L. How to empower patients? A systematic review and meta-analysis. Translational Behavioral Medicine 2018;8(5):660 View
  54. Srikesavan C, Bryer C, Ali U, Williamson E. Web-based rehabilitation interventions for people with rheumatoid arthritis: A systematic review. Journal of Telemedicine and Telecare 2019;25(5):263 View
  55. Myneni S, Cobb N, Cohen T. In Pursuit of Theoretical Ground in Behavior Change Support Systems: Analysis of Peer-to-Peer Communication in a Health-Related Online Community. Journal of Medical Internet Research 2016;18(2):e28 View
  56. Griffiths A, White C, Thain P, Bearne L. The effect of interactive digital interventions on physical activity in people with inflammatory arthritis: a systematic review. Rheumatology International 2018;38(9):1623 View
  57. Roche C, Wingo N, Westfall A, Azuero A, Dempsey D, Willig J. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458 View
  58. Jessen S, Mirkovic J, Nes L. MyStrengths, a Strengths-Focused Mobile Health Tool: Participatory Design and Development. JMIR Formative Research 2020;4(7):e18049 View
  59. Hoffmann A, Faust-Christmann C, Zolynski G, Bleser G. Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study. JMIR Formative Research 2020;4(5):e13170 View
  60. Gossec L, Cantagrel A, Soubrier M, Berthelot J, Joubert J, Combe B, Czarlewski W, Wendling D, Dernis E, Grange L, Beauvais C, Perdriger A, Nataf H, Dougados M, Servy H. An e-health interactive self-assessment website (Sanoia®) in rheumatoid arthritis. A 12-month randomized controlled trial in 320 patients. Joint Bone Spine 2018;85(6):709 View
  61. Yanez B, Baik S, Oswald L, Buitrago D, Buscemi J, Iacobelli F, Perez-Tamayo A, Fajardo P, Serrano G, Guitelman J, Penedo F. An Electronic Health Intervention for Latina Women Undergoing Breast Cancer Treatment (My Guide for Breast Cancer Treatment): Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2019;8(12):e14339 View
  62. Kruse C, Mileski M, Moreno J. Mobile health solutions for the aging population: A systematic narrative analysis. Journal of Telemedicine and Telecare 2017;23(4):439 View
  63. Sardi L, Idri A, Fernández-Alemán J. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31 View
  64. Philips B, Smits C, Govaerts P, Doorn I, Vanpoucke F. Empowering Senior Cochlear Implant Users at Home via a Tablet Computer Application. American Journal of Audiology 2018;27(3S):417 View
  65. Koivisto J, Hamari J. The Rise of Motivational Information Systems: A Review of Gamification Research. SSRN Electronic Journal 2017 View
  66. Lewis D, Long J, Moss N, Fowles E. The Online Sharing of Instagram Images for Rheumatoid Arthritis. CIN: Computers, Informatics, Nursing 2021;39(2):89 View
  67. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  68. Johansson V, Islind A, Lindroth T, Angenete E, Gellerstedt M. Online Communities as a Driver for Patient Empowerment: Systematic Review. Journal of Medical Internet Research 2021;23(2):e19910 View
  69. Caliskan Y, Entezari R, Eßer M, Ezold U, Gelfart D, Mariami H, Beutelspacher L. Spielend heilen. Information - Wissenschaft & Praxis 2018;69(1):47 View
  70. Rahi S, Khan M, Alghizzawi M. Factors influencing the adoption of telemedicine health services during COVID-19 pandemic crisis: an integrative research model. Enterprise Information Systems 2021;15(6):769 View
  71. Scholz M, Haase R, Schriefer D, Voigt I, Ziemssen T. Electronic Health Interventions in the Case of Multiple Sclerosis: From Theory to Practice. Brain Sciences 2021;11(2):180 View
  72. van der Lubbe L, Gerritsen C, Klein M, Hindriks K. Empowering vulnerable target groups with serious games and gamification. Entertainment Computing 2021;38:100402 View
  73. Mamede A, Noordzij G, Jongerling J, Snijders M, Schop-Etman A, Denktas S. Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study. Journal of Medical Internet Research 2021;23(4):e19875 View
  74. Yang H, Li D. Exploring the inverted-U relationship between gamification achievement and health management performance. Computers in Human Behavior 2021;121:106805 View
  75. Tuah N, Ahmedy F, Gani A, Yong L. A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges. Information 2021;12(2):91 View
  76. Soni M, Jain K, Jajodia I. Mobile health (mHealth) application loyalty in young consumers. Young Consumers 2021;22(3):429 View
  77. Kim J, Castelli D. Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. International Journal of Environmental Research and Public Health 2021;18(7):3550 View
  78. Schöbel S, Janson A, Söllner M. Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs. European Journal of Information Systems 2020;29(6):641 View
  79. Trost Z, France C, Anam M, Shum C. Virtual reality approaches to pain: toward a state of the science. Pain 2021;162(2):325 View
  80. Wu P, Bernardi R. Community attachment and emotional well-being: an empirical study of an online community for people with diabetes. Information Technology & People 2021;34(7):1949 View
  81. Tabbaa L, Ang C, Siriaraya P, She W, Prigerson H. A Reflection on Virtual Reality Design for Psychological, Cognitive and Behavioral Interventions: Design Needs, Opportunities and Challenges. International Journal of Human–Computer Interaction 2021;37(9):851 View
  82. 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
  83. Westmattelmann D, Grotenhermen J, Sprenger M, Rand W, Schewe G. Apart we ride together: The motivations behind users of mixed-reality sports. Journal of Business Research 2021;134:316 View
  84. Vitale E, Vion Génovese V, Allenet B. Les outils numériques au service de l’éducation thérapeutique : leurre ou pertinence ? revue narrative de la littérature. Education Thérapeutique du Patient - Therapeutic Patient Education 2021;13(1):10601 View
  85. Yang H, Li D. Understanding the dark side of gamification health management: A stress perspective. Information Processing & Management 2021;58(5):102649 View
  86. MacIver A, Hollinger H, Carolan C. Tele-health interventions to support self-management in adults with rheumatoid arthritis: a systematic review. Rheumatology International 2021;41(8):1399 View
  87. Hurych E. Could Gamification Present a Significant Topic for the Philosophy of Sport?. Studia sportiva 2021;15(1):51 View
  88. Bräuer P, Mazarakis A. “Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants. Computers in Human Behavior 2022;135:107362 View
  89. Cao Y, Kou F, Hu H, Wan G. How gamified cooperation and competition motivate low-carbon actions: An investigation of gamification in a popular online payment platform in China. Journal of Environmental Management 2022;324:116259 View
  90. Mulchandani D, Orji R, Yan Z. Socially-Oriented Persuasive Game to Promote Disease Awareness and Prevention. Human Behavior and Emerging Technologies 2022;2022:1 View
  91. Riffitts M, Cook H, McClincy M, Bell K. Evaluation of a Smart Knee Brace for Range of Motion and Velocity Monitoring during Rehabilitation Exercises and an Exergame. Sensors 2022;22(24):9965 View
  92. Maher C, Olds T, Vandelanotte C, Plotnikoff R, Edney S, Ryan J, DeSmet A, Curtis R. Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?. Games for Health Journal 2022;11(3):193 View
  93. 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
  94. Valenzuela-Pascual F, Pàmies-Fabra J, García-Martínez E, Martínez-Navarro O, Climent-Sanz C, Gea-Sánchez M, Virgili-Gomà J, Rubí-Carnacea F, Garcia-Escudero M, Blanco-Blanco J. Use of a gamified website to increase pain neurophysiology knowledge and improve satisfaction and motivation among students studying for a degree in physiotherapy: a quasi-experimental study. BMC Medical Education 2022;22(1) View
  95. Hurmuz M, Jansen-Kosterink S, Hermens H, van Velsen L. Game not over: Explaining older adults’ use and intention to continue using a gamified eHealth service. Health Informatics Journal 2022;28(2):146045822211060 View
  96. Xu L, Shi H, Shen M, Ni Y, Zhang X, Pang Y, Yu T, Lian X, Yu T, Yang X, Li F. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review. JMIR mHealth and uHealth 2022;10(2):e27794 View
  97. Hoffmann G, Pfeiffer J. Gameful Learning for a More Sustainable World. Business & Information Systems Engineering 2022;64(4):459 View
  98. Seong B, Hong C. Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory. International Journal of Environmental Research and Public Health 2022;20(1):592 View
  99. Rajani N, Bustamante L, Weth D, Romo L, Mastellos N, Filippidis F. Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment. JMIR Serious Games 2023;11:e39975 View
  100. Seppen B, Wiegel J, ter Wee M, van Schaardenburg D, Roorda L, Nurmohamed M, Boers M, Bos W. Smartphone‐Assisted Patient‐Initiated Care Versus Usual Care in Patients With Rheumatoid Arthritis and Low Disease Activity: A Randomized Controlled Trial. Arthritis & Rheumatology 2022;74(11):1737 View
  101. Epah J, Gülec I, Winter S, Dörr J, Geisen C, Haecker E, Link D, Schwab M, Seifried E, Schäfer R. From Unit to Dose: A Machine Learning Approach for Precise Prediction of Hemoglobin and Iron Content in Individual Packed Red Blood Cell Units. Advanced Science 2022;9(36) View
  102. van der Walt A, Butzkueven H, Shin R, Midaglia L, Capezzuto L, Lindemann M, Davies G, Butler L, Costantino C, Montalban X. Developing a Digital Solution for Remote Assessment in Multiple Sclerosis: From Concept to Software as a Medical Device. Brain Sciences 2021;11(9):1247 View
  103. Ahmed S, Grainger R, Santosa A, Adnan A, Alnaqbi K, Chen Y, Kavadichanda C, Kaw N, Kelly A, Khan S, Masri B, Nakarmi S, Parlindungan F, Rahman N, So H, Soroush M, Thilakarathne A, Traboco L. APLAR recommendations on the practice of telemedicine in rheumatology. International Journal of Rheumatic Diseases 2022;25(3):247 View
  104. Ghorbani B, Jackson A, Noorchenarboo M, Mandegar M, Sharifi F, Mirmoghtadaie Z, Bahramnezhad F. Comparing the Effects of Gamification and Teach-Back Training Methods on Adherence to a Therapeutic Regimen in Patients After Coronary Artery Bypass Graft Surgery: Randomized Clinical Trial. Journal of Medical Internet Research 2021;23(12):e22557 View
  105. Giovannini I, Bosch P, Dejaco C, De Marco G, McGonagle D, Quartuccio L, De Vita S, Errichetti E, Zabotti A. The Digital Way to Intercept Psoriatic Arthritis. Frontiers in Medicine 2021;8 View
  106. Bojd B, Song X, Tan Y, Yan X. Gamified Challenges in Online Weight-Loss Communities. Information Systems Research 2022;33(2):718 View
  107. Al-Rayes S, Al Yaqoub F, Alfayez A, Alsalman D, Alanezi F, Alyousef S, AlNujaidi H, Al-Saif A, Attar R, Aljabri D, Al-Mubarak S, Al-Juwair M, Alrawiai S, Saraireh L, Saadah A, Al-umran A, Alanzi T. Gaming elements, applications, and challenges of gamification in healthcare. Informatics in Medicine Unlocked 2022;31:100974 View
  108. Schreurs L, Steenhout I, Bosmans J, Buyl R, De Cock D. Can mHealth bridge the digital divide in rheumatic and musculoskeletal conditions?. BMC Digital Health 2023;1(1) View
  109. Cao Y, Kou F, Hu H, Wan G. Competition & Cooperation: How Gamified Interactions Promote Users’ Low-Carbon Actions. SSRN Electronic Journal 2022 View
  110. Damgaard A, Primdahl J, Esbensen B, Latocha K, Bremander A. Self-management support needs of patients with inflammatory arthritis and the content of self-management interventions: a scoping review. Seminars in Arthritis and Rheumatism 2023;60:152203 View
  111. Chen X, Al-Worafi Y. Online health communities influence people’s health behaviors in the context of COVID-19. PLOS ONE 2023;18(4):e0282368 View
  112. Wu B, Zhang M, Hu H, Wu X. The Effectiveness of Telemedicine in Patients with Rheumatoid Arthritis: An Overview of Systematic Reviews and Meta-Analysis. Telemedicine and e-Health 2023;29(12):1747 View
  113. Monroe C, Cai B, Edney S, Jake-Schoffman D, Brazendale K, Bucko A, Armstrong B, Yang C, Turner-McGrievy G. Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot. International Journal of Behavioral Nutrition and Physical Activity 2023;20(1) View
  114. Favre J, Cantaloube A, Jolles B. Rehabilitation for Musculoskeletal Disorders: The Emergence of Serious Games and the Promise of Personalized Versions Using Artificial Intelligence. Journal of Clinical Medicine 2023;12(16):5310 View
  115. Doumen M, De Meyst E, Lefevre C, Pazmino S, Joly J, Bertrand D, Devinck M, Westhovens R, Verschueren P. Effectiveness and feasibility of a mobile health self-management intervention in rheumatoid arthritis: study protocol for a pragmatic multicentre randomised controlled trial (AEGORA). Trials 2023;24(1) View
  116. Wright P, Raynor P, Bowers D, Combs E, Corbett C, Hardy H, Patel K. Leveraging digital technology for social connectedness among adults with chronic conditions: A systematic review. DIGITAL HEALTH 2023;9 View
  117. Deshpande N, Wu M, Kelly C, Woodrick N, Werner D, Volerman A, Press V. Video-Based Educational Interventions for Patients With Chronic Illnesses: Systematic Review. Journal of Medical Internet Research 2023;25:e41092 View
  118. Braga B, Nguyen P, Tran L, Hoang N, Bannerman B, Doyle F, Folson G, Gangupantulu R, Karachiwalla N, Kolt B, McCloskey P, Palloni G, Thi Tran T, Thuy Thi Trơưng D, Hughes D, Gelli A. Feasibility of Using an Artificial Intelligence-based Telephone Application for Dietary Assessment and Nudging to Improve the Quality of Food Choices of Female Adolescents in Vietnam: Evidence from a Randomized Pilot Study. Current Developments in Nutrition 2024;8(6):102063 View
  119. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  120. Tsai P. Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services. Journal of Retailing and Consumer Services 2024;77:103698 View
  121. Tomazevic J. Revisão narrativa sobre aplicações de jogos sérios em pacientes pós-acidente vascular cerebral. BIS. Boletim do Instituto de Saúde 2022;23(2):73 View
  122. Nast I, Scheermesser M, Ernst M, Sommer B, Schmid P, Weisenhorn M, E B, Gomez D, Iten P, von Wartburg A, Frey W, Lünenburger L, Bauer C. Usability of a visual feedback system to assess and improve movement disorders related to neck pain: Perceptions of physical therapists and patients. Heliyon 2024;10(5):e26931 View
  123. Knudsen L, Ndosi M, Hauge E, Lomborg K, Dreyer L, Aaboe S, Kjær M, Sørensen L, Volsmann L, Christensen H, de Thurah A. Effectiveness of a novel digital patient education programme to support self-management of early rheumatoid arthritis: a randomized controlled trial. Rheumatology 2024 View
  124. Polus M, Keikhosrokiani P, Korhonen O, Behutiye W, Isomursu M. Impact of Digital Interventions on the Treatment Burden of Patients With Chronic Conditions: Protocol for a Systematic Review. JMIR Research Protocols 2024;13:e54833 View
  125. Mahmoudi E, Yejong Yoo P, Chandra A, Cardoso R, Denner Dos Santos C, Majnemer A, Shikako K. Gamification in Mobile Applications for Children with Disabilities: A Scoping Review (Preprint). JMIR Serious Games 2023 View
  126. Oğuz Taşbaş E, Yıldırım B, Attila M. Gamification in personal health record systems: a regulatory fit perspective. Psychology & Health 2024:1 View

Books/Policy Documents

  1. Gatsios D, Bamiou D, Costafreda S, Georga E, Kourou K, Exarchos T, Tsiouris K, Fotiadis D. XV Mediterranean Conference on Medical and Biological Engineering and Computing – MEDICON 2019. View
  2. Kappen D, Mirza-Babaei P, Nacke L. Human Aspects of IT for the Aged Population. Healthy and Active Aging. View
  3. Nishihara T, Parwak Y, Edogun E, Park G, Lee S. Impacts of Information Technology on Patient Care and Empowerment. View
  4. Oztaysi B, Dogan O, Gul H. R&D Management in the Knowledge Era. View
  5. van Deen W, Hommes D. Telemanagement of Inflammatory Bowel Disease. View
  6. Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. View
  7. Kavanagh D. The Handbook of Behavior Change. View
  8. Machado D, Carvalho R, Brandão P. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  9. Gao Q, Chen Y. HANDBOOK OF HUMAN FACTORS AND ERGONOMICS. View
  10. Ögel Aydın S. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. View
  11. Cordero-Brito S, Mena J. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  12. Reid T, Nelson M, Weigle M. From Born-Physical to Born-Virtual: Augmenting Intelligence in Digital Libraries. View
  13. Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. View
  14. Pandey V, Saha S, Mukherjee S, Nair S, Jha A. Advances in Communication, Devices and Networking. View
  15. Rao H. Improving Higher Education Models Through International Comparative Analysis. View