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](https://asset.jmir.pub/assets/1a3c62a37033055756de23e1dc63e801.png 480w,https://asset.jmir.pub/assets/1a3c62a37033055756de23e1dc63e801.png 960w,https://asset.jmir.pub/assets/1a3c62a37033055756de23e1dc63e801.png 1920w,https://asset.jmir.pub/assets/1a3c62a37033055756de23e1dc63e801.png 2500w)
Journals
- 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
- Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
- 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
- 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
- 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
- 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
- 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
- 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;14:1759720X2211059 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Berglund E, Klompstra L, Orädd H, Fallström J, Strömberg A, Jaarsma T, Berglund A. The Rationale Behind the Design Decisions in an Augmented Reality Mobile e-Health Exergame to Increase Physical Activity for Inactive Older People with Heart Failure (Preprint). JMIR Serious Games 2023 View
Books/Policy Documents
- Jovanović M, Jevremović A, Pejović-Milovančević M. Artificial Intelligence: Theory and Applications. View
- 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
- Simões-Silva V, Marques A, Pinho C, Pereira D, Oliveira J, Barros M. Digital Therapies in Psychosocial Rehabilitation and Mental Health. View