Published on in Vol 24, No 1 (2022): January

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/26779, first published .
Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled
Trials

Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials

Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials

Journals

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  2. Bernardo J, Apóstolo J, Loureiro R, Santana E, Yaylagul N, Dantas C, Ventura F, Duque F, Jøranson N, Zechner M, Staalduinen W, De Luca V, Illario M, Silva R. eHealth Platforms to Promote Autonomous Life and Active Aging: A Scoping Review. International Journal of Environmental Research and Public Health 2022;19(23):15940 View
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  4. O'Connor A, Tai A, Brinn M, Hoang A, Cataldi D, Carson-Chahhoud K. The Acceptability of Using Augmented Reality as a Mechanism to Engage Children in Asthma Inhaler Technique Training: Qualitative Interview Study With Deductive Thematic Analysis. JMIR Pediatrics and Parenting 2023;6:e40231 View
  5. Ning Y, Jia Z, Zhu R, Ding Y, Wang Q, Han S. Effect and feasibility of gamification interventions for improving physical activity and health-related outcomes in cancer survivors: an early systematic review and meta-analysis. Supportive Care in Cancer 2023;31(1) View
  6. Hyzy M, Bond R, Mulvenna M, Bai L, Dix A, Leigh S, Hunt S. System Usability Scale Benchmarking for Digital Health Apps: Meta-analysis. JMIR mHealth and uHealth 2022;10(8):e37290 View
  7. Hung C, Kao Y. Learning More About the Effects of Gamification on Physical Activity. Comment on “Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials”. Journal of Medical Internet Research 2022;24(5):e36396 View
  8. Mazeas A, Duclos M, Pereira B, Chalabaev A. Authors’ Reply to: Learning More About the Effects of Gamification on Physical Activity. Comment on “Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials”. Journal of Medical Internet Research 2022;24(5):e38212 View
  9. White B, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2023;35:100528 View
  10. Elkin J, McDowell M, Yau B, Machiri S, Pal S, Briand S, Muneene D, Nguyen T, Purnat T. The Good Talk! A Serious Game to Boost People’s Competence to Have Open Conversations About COVID-19: Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2023;12:e40753 View
  11. Hughes A, Shandhi M, Master H, Dunn J, Brittain E. Wearable Devices in Cardiovascular Medicine. Circulation Research 2023;132(5):652 View
  12. 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
  13. Willinger L, Oberhoffer-Fritz R, Ewert P, Müller J. Digital Health Nudging to increase physical activity in pediatric patients with congenital heart disease: A randomized controlled trial. American Heart Journal 2023 View
  14. Han R, Todd A, Wardak S, Partridge S, Raeside R. Feasibility and Acceptability of Chatbots for Nutrition and Physical Activity Health Promotion Among Adolescents: Systematic Scoping Review With Adolescent Consultation. JMIR Human Factors 2023;10:e43227 View
  15. Ispoglou T, Wilson O, McCullough D, Aldrich L, Ferentinos P, Lyall G, Stavropoulos-Kalinoglou A, Duckworth L, Brown M, Sutton L, Potts A, Archbold V, Hargreaves J, McKenna J. A Narrative Review of Non-Pharmacological Strategies for Managing Sarcopenia in Older Adults with Cardiovascular and Metabolic Diseases. Biology 2023;12(7):892 View
  16. Alslaity A, Chan G, Orji R. A panoramic view of personalization based on individual differences in persuasive and behavior change interventions. Frontiers in Artificial Intelligence 2023;6 View
  17. Loro F, Martins R, de Araújo C, Prade L, do Rosário D, da Rocha Seruffo M, de Freitas I, Nobre J, Both C, Dal Lago P. Innovative and disruptive technologies to prescribe, encourage, and evaluate physical exercise in healthy adults: a protocol of exploratory study followed by a noninferiority, investigator-blinded randomized clinical trial. Trials 2023;24(1) View
  18. Mateo‐Orcajada A, Vaquero‐Cristóbal R, Abenza‐Cano L. Mobile application interventions to increase physical activity and their effect on kinanthropometrics, body composition and fitness variables in adolescent aged 12–16 years old: An umbrella review. Child: Care, Health and Development 2024;50(1) View
  19. Sanders T, Noetel M, Parker P, Del Pozo Cruz B, Biddle S, Ronto R, Hulteen R, Parker R, Thomas G, De Cocker K, Salmon J, Hesketh K, Weeks N, Arnott H, Devine E, Vasconcellos R, Pagano R, Sherson J, Conigrave J, Lonsdale C. An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens. Nature Human Behaviour 2023;8(1):82 View
  20. Thøgersen-Ntoumani C, Kritz M, Grunseit A, Chau J, Ahmadi M, Holtermann A, Koster A, Tudor-Locke C, Johnson N, Sherrington C, Paudel S, Maher C, Stamatakis E. Barriers and enablers of vigorous intermittent lifestyle physical activity (VILPA) in physically inactive adults: a focus group study. International Journal of Behavioral Nutrition and Physical Activity 2023;20(1) View
  21. 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
  22. Taghipour E, Vizeshfar F, Zarifsanaiey N. The effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction. BMC Medical Education 2023;23(1) View
  23. Ma Z, Gao Q, Tian Y, Chen Y, Yuan Q. Effectiveness of cooperative and competitive gamification in mobile fitness applications among occasional exercisers. Behaviour & Information Technology 2023:1 View
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  27. Hakim H, Driedger S, Gagnon D, Chevrier J, Roch G, Dubé E, Witteman H. Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review. JMIR Serious Games 2024;12:e47257 View
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  29. Grech E, Briguglio M, Said E. Protocol for a randomised controlled field experiment on the effect of different gamification designs of physical activity. MethodsX 2024;12:102551 View
  30. Matsuoka Y, Yoshida H, Hanazato M. A Smartphone-Based Shopping Mall Walking Program and Daily Walking Steps. JAMA Network Open 2024;7(1):e2353957 View
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  34. Bernstein E, Wolfe E, Huguenel B, Wilhelm S. Lessons and Untapped Potential of Smartphone-Based Physical Activity Interventions for Mental Health: Narrative Review. JMIR mHealth and uHealth 2024;12:e45860 View
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  38. Huang X, Chen Y, Luo J, Wang D, Yang C, Luo W, Zhou Y, Akena D. The effect of behavioral activation play therapy in adolescents with depression: A study protocol for a randomized controlled trial. PLOS ONE 2024;19(6):e0304084 View

Books/Policy Documents

  1. Yang D, Lu J, Liu X, Tang H. HCI International 2023 Posters. View
  2. Hua P, Li C, Sun X, Ni S. Human-Centered Design, Operation and Evaluation of Mobile Communications. View