Published on in Vol 23, No 8 (2021): August

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/24546, first published .
The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach

The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach

The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach

Journals

  1. Guo J, Chupradit S. Influencing Factors of College Students’ Use of Sports Apps in Mandatory Situations: Based on UTAUT and SDT. BioMed Research International 2022;2022:1 View
  2. Cheng Y, Hsu T, Fried J, Chao P. Are we Ready to be e-Social Service Practitioners for Older Adults? Potential of Taiwanese Social Service College Students. IEEE Access 2022;10:52451 View
  3. Mahou X, Barral B, Fernández Á, Bouzas-Lorenzo R, Cernadas A. eHealth and mHealth Development in Spain: Promise or Reality?. International Journal of Environmental Research and Public Health 2021;18(24):13055 View
  4. Nuo M, Zheng S, Wen Q, Fang H, Wang T, Liang J, Han H, Lei J. Mining the Influencing Factors and Their Asymmetrical Effects of mHealth Sleep App User Satisfaction From Real-world User-Generated Reviews: Content Analysis and Topic Modeling. Journal of Medical Internet Research 2023;25:e42856 View
  5. Plohl N, Flis V, Bergauer A, Kobilica N, Kampič T, Horvat S, Vidovič D, Musil B, Smrke U, Mlakar I. A protocol on the effects of interactive digital assistance on engagement and perceived quality of care of surgery patients and self-efficacy and workload of staff. Frontiers in Medicine 2022;9 View
  6. Nicolaidou I, Aristeidis L, Lambrinos L. A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study. DIGITAL HEALTH 2022;8:205520762211090 View
  7. 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
  8. Xu L, Tong Q, Zhang X, Yu T, Lian X, Yu T, Falter M, Scherrenberg M, Kaihara T, Kizilkilic S, Kindermans H, Dendale P, Li F. Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial. Journal of Telemedicine and Telecare 2024;30(9):1425 View
  9. Wu C, Zhou Y, Wang R, Huang S, Yuan Q. Understanding the Mechanism Between IT Identity, IT Mindfulness and Mobile Health Technology Continuance Intention: An Extended Expectation Confirmation Model. Technological Forecasting and Social Change 2022;176:121449 View
  10. Zainuddin Z, Alba A, Gunawan T, Armanda D, Zahara A. Implementation of gamification and bloom’s digital taxonomy-based assessment: a scale development study with mixed-methods sequential exploratory design. Interactive Technology and Smart Education 2023;20(4):512 View
  11. Wang T, Wang W, Liang J, Nuo M, Wen Q, Wei W, Han H, Lei J. Identifying major impact factors affecting the continuance intention of mHealth: a systematic review and multi-subgroup meta-analysis. npj Digital Medicine 2022;5(1) View
  12. Wang T, Zheng X, Liang J, An K, He Y, Nuo M, Wang W, Lei J. Use of Machine Learning to Mine User-Generated Content From Mobile Health Apps for Weight Loss to Assess Factors Correlated With User Satisfaction. JAMA Network Open 2022;5(5):e2215014 View
  13. Li Z, Du N, Wang B, Oteng-Darko C. Impact of social influence on users' continuance intention toward sports and fitness applications. Frontiers in Public Health 2022;10 View
  14. Nuo M, Fang H, Wang T, Liang J, He Y, Han H, Lei J. Understanding the research on tracking, diagnosing, and intervening in sleep disorders using mHealth apps: Bibliometric analysis and systematic reviews. DIGITAL HEALTH 2023;9 View
  15. Mustafa A, Ali N, Dhillon J, Sedera D. An Integrated Model for Evaluating the Sustainability of Gamified Mobile Health Apps: An Instrument Development and Validation. Healthcare 2023;11(7):1051 View
  16. Nie L, Oldenburg B, Cao Y, Ren W. Continuous usage intention of mobile health services: model construction and validation. BMC Health Services Research 2023;23(1) View
  17. Cernadas Ramos A, Fernández Da Silva Á, Barral Buceta B, Bouzas-Lorenzo R. Offerings and User Demands of eHealth Services in Spain: National Survey. Journal of Medical Internet Research 2023;25:e42304 View
  18. Stephen B, Uzoewulu B, Asuquo P, Ozuomba S. Diabetes and hypertension MobileHealth systems: a review of general challenges and advancements. Journal of Engineering and Applied Science 2023;70(1) View
  19. Oliveira W, Hamari J, Isotani S. The Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems. Proceedings of the ACM on Human-Computer Interaction 2023;7(CHI PLAY):319 View
  20. An Q, Kelley M, Hanners A, Yen P. Sustainable Development for Mobile Health Apps Using the Human-Centered Design Process. JMIR Formative Research 2023;7:e45694 View
  21. Sun Y, Yuan Z. Augmented reality fitness games and subjective well-being of players: a mixed methods study from China. Behaviour & Information Technology 2023:1 View
  22. Nguyen-Viet B, Thi Hoang Nguyen Y. Understanding Gamification Advertising Effectiveness in an S-Commerce Context: A Study in an Emerging Market. Journal of Promotion Management 2024;30(4):552 View
  23. Yang X, Xi N, Gu D, Liang C, Liu H, Tang H, Hamari J. Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement. Information & Management 2024;61(7):103906 View
  24. Rehman U, Abbasi A, Ting D, Hassan M, Khair N. Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective. IEEE Transactions on Engineering Management 2024;71:3613 View
  25. He Y, Zhu W, Wang T, Chen H, Xin J, Liu Y, Lei J, Liang J. Mining User Reviews From Hypertension Management Mobile Health Apps to Explore Factors Influencing User Satisfaction and Their Asymmetry: Comparative Study. JMIR mHealth and uHealth 2024;12:e55199 View
  26. Wang T, Wang W, Feng J, Fan X, Guo J, Lei J. A novel user-generated content-driven and Kano model focused framework to explore the impact mechanism of continuance intention to use mobile APPs. Computers in Human Behavior 2024;157:108252 View
  27. Mrs. Karthika. K , Ramya.N , Shakthi Bharathi. K . AI – Nutrition Analyzer for Fitness. International Journal of Advanced Research in Science, Communication and Technology 2024:559 View
  28. Gao F, Rogers K, Li L. Understanding students’ perceived need satisfaction, enjoyment, and participation intention in a leaderboard-based math practice game. E-Learning and Digital Media 2024 View
  29. Min H, Li J, Di M, Huang S, Sun X, Li T, Wu Y. Factors influencing the continuance intention of the women’s health WeChat public account: an integrated model of UTAUT2 and HBM. Frontiers in Public Health 2024;12 View
  30. Niduthavolu S, Airani R. Impact of values on the continual intention of mobile health apps: a text mining perspective. Global Knowledge, Memory and Communication 2024 View
  31. Putranti H, Retnowati R, Sihombing A, Danang D. Performance Assessment through Work Gamification: Investigating Engagement. South African Journal of Business Management 2024;55(1) View
  32. Bai Z, Xu C, Ailikamujiang A, Sun Y. The dark side of gamification: an experimental study on digital fitness apps. Kybernetes 2024 View
  33. Jiang Q, Qian J, Zang Y. To acknowledge or conceal: an exploratory study on designers' self-determination factors and attitudes toward artificial intelligence participation in their works. Kybernetes 2024 View
  34. Hurley L, Nezami B, Valle C, Tate D. Motivated information avoidance in an mHealth weight loss intervention: Associations between unmet behavioral goals and likelihood of viewing program messages. DIGITAL HEALTH 2024;10 View
  35. Honglin D, Jianghua Z, Hui C. Quality factors affecting the continued use of mobile health apps in ethnic minority regions of Southwest China using PLS-SEM and ANN. Scientific Reports 2024;14(1) View
  36. Mason J, Woodward M. Self-efficacy as a mediator between psychologists’ technology affinity and telehealth satisfaction. Australian Psychologist 2024:1 View
  37. Ye L, Yang S, Jiang B, Liu C, Jin X, Chang P. Developing a quality indicator system for evaluating internet plus home care nursing services based on the SERVQUAL model: a Delphi-analytic hierarchy process study. PeerJ 2024;12:e18281 View

Books/Policy Documents

  1. Coziahr K, Stanley L, Perez-Litwin A, Lundberg C, Litwin A. Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and Culture. View
  2. Keller V, Ercsey I. Effective Digital Marketing for Improving Society Behavior Toward DEI and SDGs. View
  3. Orji J, Chan G, Ndulue C, Orji R. Persuasive Technology. View
  4. Chandra Nigam A, Chanda R. Resilient Businesses for Sustainability. View