Published on in Vol 20, No 7 (2018): July

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/9923, first published .
Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Journals

  1. White B, Giglia R, White J, Dhaliwal S, Burns S, Scott J. Gamifying Breastfeeding for Fathers: Process Evaluation of the Milk Man Mobile App. JMIR Pediatrics and Parenting 2019;2(1):e12157 View
  2. Mo D, Xiang M, Luo M, Dong Y, Fang Y, Zhang S, Zhang Z, Liang H. Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. International Journal of Environmental Research and Public Health 2019;16(5):858 View
  3. van Dooren M, Visch V, Spijkerman R, Goossens R, Hendriks V. Mental Health Therapy Protocols and eHealth Design: Focus Group Study. JMIR Formative Research 2020;4(5):e15568 View
  4. Kelders S, Kip H, Greeff J. Psychometric Evaluation of the TWente Engagement with Ehealth Technologies Scale (TWEETS): Evaluation Study. Journal of Medical Internet Research 2020;22(10):e17757 View
  5. Day J, Freiberg K, Hayes A, Homel R. Towards Scalable, Integrative Assessment of Children’s Self-Regulatory Capabilities: New Applications of Digital Technology. Clinical Child and Family Psychology Review 2019;22(1):90 View
  6. Litvin S, Saunders R, Maier M, Lüttke S, Matsuoka Y. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial. PLOS ONE 2020;15(9):e0237220 View
  7. Zakaria Z, Binti Rosli D. ADAPTION OF THE GAMIFICATION HEXAD PLAYER TYPES AND COGNITIVE AWARENESS IN AN ENGINEERING STUDENT. Humanities & Social Sciences Reviews 2019;7(5):626 View
  8. Vugts M, Zedlitz A, Joosen M, Vrijhoef H. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation. Journal of Medical Internet Research 2020;22(3):e14766 View
  9. Seppen B, Wiegel J, L'ami M, Duarte dos Santos Rico S, Catarinella F, Turkstra F, Boers M, Bos W. Feasibility of Self-Monitoring Rheumatoid Arthritis With a Smartphone App: Results of Two Mixed-Methods Pilot Studies. JMIR Formative Research 2020;4(9):e20165 View
  10. Kelders S, van Zyl L, Ludden G. The Concept and Components of Engagement in Different Domains Applied to eHealth: A Systematic Scoping Review. Frontiers in Psychology 2020;11 View
  11. Wu A, Scult M, Barnes E, Betancourt J, Falk A, Gunning F. Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement. npj Digital Medicine 2021;4(1) View
  12. Bressler D, Shane Tutwiler M, Bodzin A. Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators. Educational Technology Research and Development 2021;69(5):2789 View
  13. Eklund C, Söderlund A, Elfström M. Evaluation of a Web-Based Stress Management Program for Persons Experiencing Work-Related Stress in Sweden (My Stress Control): Randomized Controlled Trial. JMIR Mental Health 2021;8(12):e17314 View
  14. Povey J, Sweet M, Nagel T, Lowell A, Shand F, Vigona J, Dingwall K. Determining Priorities in the Aboriginal and Islander Mental Health Initiative for Youth App Second Phase Participatory Design Project: Qualitative Study and Narrative Literature Review. JMIR Formative Research 2022;6(2):e28342 View
  15. Oguntoye A, Eades N, Ezenwa M, Krieger J, Jenerette C, Adegbola M, Jacob E, Johnson-Mallard V, Yao Y, Gallo A, Wilkie D. Factors associated with young adult engagement with a web-based sickle cell reproductive health intervention. PEC Innovation 2022;1:100063 View
  16. Yan Q, Donaldson S. What are the differences between flow and work engagement? A systematic review of positive intervention research. The Journal of Positive Psychology 2023;18(3):449 View
  17. 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
  18. 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
  19. 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
  20. Ciuchita R, Heller J, Köcher S, Köcher S, Leclercq T, Sidaoui K, Stead S. It is Really Not a Game: An Integrative Review of Gamification for Service Research. Journal of Service Research 2023;26(1):3 View
  21. 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
  22. Szturm T, Parmar S, Mehta K, Shetty D, Kanitkar A, Eskicioglu R, Gaonkar N. Game-Based Dual-Task Exercise Program for Children with Cerebral Palsy: Blending Balance, Visuomotor and Cognitive Training: Feasibility Randomized Control Trial. Sensors 2022;22(3):761 View
  23. van der Lubbe L, Gerritsen C, Klein M, Rodgers R, Hindriks K. Experiences of Users with an Online Self-Guided Mental Health Training Program Using Gamification. Journal of Healthcare Informatics Research 2023;7(2):141 View
  24. Navarro-Mateos C, Mora-Gonzalez J, Pérez-López I. The “STAR WARS: The First Jedi” Program—Effects of Gamification on Psychological Well-Being of College Students. Games for Health Journal 2024;13(2):65 View
  25. Freire-Palacios V, Jaramillo-Galarza K, Quito-Calle J, Orozco-Cantos L. Artificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review. Salud, Ciencia y Tecnología 2023;3:639 View
  26. Aschentrup L, Steimer P, Dadaczynski K, Mc Call T, Fischer F, Wrona K. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1) View
  27. Gkintoni E, Vantaraki F, Skoulidi C, Anastassopoulos P, Vantarakis A. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review. Behavioral Sciences 2024;14(2):102 View
  28. Kim J. Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review. The Journal of Korean Academy of Physical Therapy Science 2023;30(4):92 View
  29. Milne-Ives M, Homer S, Andrade J, Meinert E. The conceptualisation and measurement of engagement in digital health. Internet Interventions 2024;36:100735 View
  30. Siriaraya P, Tanaka R, She W, Jain R, Schok M, De Ruiter M, Desmet P, Nakajima S. Happy Click!: Investigating the Use of a Tangible Interface to Facilitate the Three Good Things Positive Psychology Intervention. Interacting with Computers 2024;36(4):240 View
  31. Alzghoul B. The Effectiveness of Gamification in Changing Health-related Behaviors: A Systematic Review and Meta-analysis. The Open Public Health Journal 2024;17(1) View
  32. Kelders S, Kip H, Beerlage-de Jong N, Köhle N. What does it mean to be engaged with digital health interventions? A qualitative study into the experiences of engaged users and the views of professionals. DIGITAL HEALTH 2024;10 View

Books/Policy Documents

  1. Ofosu-Ampong K, Anning-Dorson T. Handbook of Research on Managing Information Systems in Developing Economies. View
  2. Kavanagh D. The Handbook of Behavior Change. View
  3. Kelders S. Positive Psychological Intervention Design and Protocols for Multi-Cultural Contexts. View
  4. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. View
  5. Ofosu-Ampong K, Anning-Dorson T. Research Anthology on Game Design, Development, Usage, and Social Impact. View