Published on in Vol 22, No 6 (2020): June

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/16506, first published .
The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

Journals

  1. Chen R, Santo K, Wong G, Sohn W, Spallek H, Chow C, Irving M. Mobile Apps for Dental Caries Prevention: Systematic Search and Quality Evaluation. JMIR mHealth and uHealth 2021;9(1):e19958 View
  2. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  3. Rafiei R, Williams C, Jiang J, Aungst T, Durrer M, Tran D, Howald R. Digital Health Integration Assessment and Maturity of the United States Biopharmaceutical Industry: Forces Driving the Next Generation of Connected Autoinjectable Devices. JMIR mHealth and uHealth 2021;9(3):e25406 View
  4. Seixas A, Olaye I, Wall S, Dunn P. Optimizing Healthcare Through Digital Health and Wellness Solutions to Meet the Needs of Patients With Chronic Disease During the COVID-19 Era. Frontiers in Public Health 2021;9 View
  5. Rohela P, Olendzki B, McGonigal L, Villa A, Gardiner P. A Teaching Kitchen Medical Groups Visit with an eHealth Platform for Hypertension and Cardiac Risk Factors: A Qualitative Feasibility Study. The Journal of Alternative and Complementary Medicine 2021;27(11):974 View
  6. Shelton E, Barreto N, Bidwell S, Folk-Tolbert M, Shelton A, Trickey A, Kin C. Engagement and Adherence with a Web-Based Prehabilitation Program for Patients Awaiting Abdominal Colorectal Surgery. Journal of Gastrointestinal Surgery 2021;25(12):3198 View
  7. 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
  8. De Cock D, Myasoedova E, Aletaha D, Studenic P. Big data analyses and individual health profiling in the arena of rheumatic and musculoskeletal diseases (RMDs). Therapeutic Advances in Musculoskeletal Disease 2022;14 View
  9. Jakob R, Harperink S, Rudolf A, Fleisch E, Haug S, Mair J, Salamanca-Sanabria A, Kowatsch T. Factors Influencing Adherence to mHealth Apps for Prevention or Management of Noncommunicable Diseases: Systematic Review. Journal of Medical Internet Research 2022;24(5):e35371 View
  10. Seok Y, Suh E. Development of a Health Promotion Application on Cancer Survivorship as an Educational Content for Nursing Students. Asian Nursing Research 2022;16(1):52 View
  11. 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
  12. Poženel M, Zrnec A, Lavbič D, Sadiq A. Measuring how motivation affects information quality assessment: A gamification approach. PLOS ONE 2022;17(10):e0274811 View
  13. Hernández-Rodríguez J, García-Muñoz C, Ortiz-Álvarez J, Saigí-Rubió F, Conejo-Mir J, Pereyra-Rodriguez J. Dropout Rate in Digital Health Interventions for the Prevention of Skin Cancer: Systematic Review, Meta-analysis, and Metaregression. Journal of Medical Internet Research 2022;24(12):e42397 View
  14. Wang Z, Xiong H, Zhang J, Yang S, Boukhechba M, Zhang D, Barnes L, Dou D. From Personalized Medicine to Population Health: A Survey of mHealth Sensing Techniques. IEEE Internet of Things Journal 2022;9(17):15413 View
  15. Kim H, O'Sullivan D, Chung S. Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study. JMIR Serious Games 2022;10(4):e38133 View
  16. Bao H, Lee E. Examining the antecedents and health outcomes of health apps and wearables use: an integration of the technology acceptance model and communication inequality. Behaviour & Information Technology 2024;43(4):695 View
  17. Kaveladze B, Wasil A, Bunyi J, Ramirez V, Schueller S. User Experience, Engagement, and Popularity in Mental Health Apps: Secondary Analysis of App Analytics and Expert App Reviews. JMIR Human Factors 2022;9(1):e30766 View
  18. Stewart C, Ranjan Y, Conde P, Rashid Z, Sankesara H, Bai X, Dobson R, Folarin A. Investigating the Use of Digital Health Technology to Monitor COVID-19 and Its Effects: Protocol for an Observational Study (Covid Collab Study). JMIR Research Protocols 2021;10(12):e32587 View
  19. Johannsen J, Shabli S, Klußmann J, Guntinas-Lichius O, Lüers J. HNO-Wissen bei HNO-Ärzten: Eine Analyse der Quizfragen in der HNO-App. Laryngo-Rhino-Otologie 2023;102(10):762 View
  20. Tuah N, Goh D, Nasirin S, Ahmedy F, Hossin M. Mapping Data Mining Technique and Gamification Approach for Studying Post-Stroke Rehabilitation Training: A Systematic Literature Review. IEEE Access 2023;11:31323 View
  21. Mair J, Castro O, Salamanca-Sanabria A, Frese B, von Wangenheim F, Tai E, Kowatsch T, Müller-Riemenschneider F. Exploring the potential of mobile health interventions to address behavioural risk factors for the prevention of non-communicable diseases in Asian populations: a qualitative study. BMC Public Health 2023;23(1) View
  22. Sharma D, Sharma J. EVOLUTION OF GAMIFICATION, ITS IMPLICATIONS, AND ITS STATISTICAL IMPACT ON THE SOCIETY. ShodhKosh: Journal of Visual and Performing Arts 2023;4(2SE) View
  23. Milne-Ives M, Homer S, Andrade J, Meinert E. Potential associations between behavior change techniques and engagement with mobile health apps: a systematic review. Frontiers in Psychology 2023;14 View
  24. Estrella T, Alfonso C, Ramos-Castro J, Alsina A, Capdevila L. A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study. JMIR Serious Games 2023;11:e46351 View
  25. Yuan Q, Chen K, Yang Q, Pan Z, Xu J, Yao Z. Exploring Intuitive Visuo-Tactile Interaction Design for Culture Education: A Chinese-Chess-Based Case Study. International Journal of Human–Computer Interaction 2024;40(8):2099 View
  26. 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
  27. Berglund A, Klompstra L, Orädd H, Fallström J, Strömberg A, Jaarsma T, Berglund E. The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure. JMIR Serious Games 2024;12:e50066 View
  28. Rytterström P, Strömberg A, Jaarsma T, Klompstra L. Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications. Current Heart Failure Reports 2024;21(4):439 View
  29. Neary M, Bunyi J, Palomares K, Mohr D, Powell A, Ruzek J, Williams L, Wykes T, Schueller S. A process for reviewing mental health apps: Using the One Mind PsyberGuide Credibility Rating System. DIGITAL HEALTH 2021;7 View

Books/Policy Documents

  1. Jovanović M, Jevremović A, Pejović-Milovančević M. Artificial Intelligence: Theory and Applications. View
  2. Pérez-Juárez M, Aguiar-Pérez J, Del-Pozo-Velázquez J, Alonso-Felipe M, Rozada-Raneros S, Barrio-Conde M. Next-Generation Applications and Implementations of Gamification Systems. View
  3. Simões-Silva V, Marques A, Pinho C, Pereira D, Oliveira J, Barros M. Digital Therapies in Psychosocial Rehabilitation and Mental Health. View