Published on in Vol 10, No 2 (2022): February

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/30671, first published .
The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review

The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review

The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review

Journals

  1. Mallipeddi N, Mehrotra A, Van Stan J. Telepractice in the Treatment of Speech and Voice Disorders: What Could the Future Look Like?. Perspectives of the ASHA Special Interest Groups 2023;8(2):418 View
  2. Coelho Rezende G, O'Flynn B, O'Mahony C. Smart Compression Therapy Devices for Treatment of Venous Leg Ulcers: A Review. Advanced Healthcare Materials 2022;11(17) View
  3. Mensah I, Zeng G, Mwakapesa D. The behavioral intention to adopt mobile health services: The moderating impact of mobile self-efficacy. Frontiers in Public Health 2022;10 View
  4. Simon J, Hooijman I, Van Gorp M, Schepers S, Michiels E, Tissing W, Grootenhuis M. Digital health tools for pain monitoring in pediatric oncology: a scoping review and qualitative assessment of barriers and facilitators of implementation. Supportive Care in Cancer 2023;31(3) View
  5. Kokol P. Agile Software Development in Healthcare: A Synthetic Scoping Review. Applied Sciences 2022;12(19):9462 View
  6. Pouls B, Bekker C, Gundogan F, Hebing R, van Onzenoort H, van de Ven L, Vonkeman H, Tieben R, Vriezekolk J, van Dulmen S, Van den Bemt B. Gaming for Adherence to Medication using Ehealth in Rheumatoid arthritis (GAMER) study: a randomised controlled trial. RMD Open 2022;8(2):e002616 View
  7. Johansen S, Kanstrup A, Haseli K, Stenmo V, Thomsen J, Rathleff M. Exploring User Visions for Modeling mHealth Apps Toward Supporting Patient-Parent-Clinician Collaboration and Shared Decision-making When Treating Adolescent Knee Pain in General Practice: Workshop Study. JMIR Human Factors 2023;10:e44462 View
  8. Li Y, Phan H, Law A, Baskys A, Roosan D. Gamification to Improve Medication Adherence: A Mixed-method Usability Study for MedScrab. Journal of Medical Systems 2023;47(1) View
  9. Sun L. Social media usage and students’ social anxiety, loneliness and well-being: does digital mindfulness-based intervention effectively work?. BMC Psychology 2023;11(1) View
  10. Carvalho L, Haas L, Zeni G, Victor M, Techele S, Marrone Castanho J, Meneghetti Coimbra I, de Freitas de Sousa A, Ceretta N, Garrudo A, Grevet E, Rohde L. Evaluation of the effectiveness of the FOCUS ADHD App in monitoring adults with attention-deficit/hyperactivity disorder. European Psychiatry 2023;66(1) View
  11. Fan S, Jain R, Kankanhalli M. A Comprehensive Picture of Factors Affecting User Willingness to Use Mobile Health Applications. ACM Transactions on Computing for Healthcare 2024;5(1):1 View
  12. Kheirinejad S, Visuri A, Suryanarayana S, Hosio S. Exploring mHealth applications for self-management of chronic low back pain: A survey of features and benefits. Heliyon 2023;9(6):e16586 View
  13. Marques L, Uchida P, Barbosa S. The impact of Exergames on emotional experience: a systematic review. Frontiers in Public Health 2023;11 View
  14. 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
  15. Nguyen A, Rivera A, Gualtieri L. A New Health Care Paradigm: The Power of Digital Health and E-Patients. Mayo Clinic Proceedings: Digital Health 2023;1(3):203 View
  16. Culmer N, Smith T, Stager C, Wright A, Fickel A, Tan J, Clark C, Meyer H, Grimm K. Asynchronous Telemedicine: A Systematic Literature Review. Telemedicine Reports 2023;4(1):366 View
  17. 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
  18. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019 View
  19. Abas S, Ismail N, Zakaria Y, Yasin S, Ibrahim K, Ismail I, Razali A, Sherzkawi M, Ahmad N. Enhancing tuberculosis treatment adherence and motivation through gamified real-time mobile app utilization: a single-arm intervention study. BMC Public Health 2024;24(1) View
  20. Milne-Ives M, Rahman E, Bradwell H, Baines R, Boey T, Potter A, Lawrence W, Helena van Velthoven M, Meinert E, Ayatollahi H. Barriers and facilitators to parents’ engagement with and perceived impact of a childhood obesity app: A mixed-methods study. PLOS Digital Health 2024;3(3):e0000481 View
  21. Tran S, Smith L, Carter S. Understanding Patient Perspectives on the Use of Gamification and Incentives in mHealth Apps to Improve Medication Adherence: Qualitative Study. JMIR mHealth and uHealth 2024;12:e50851 View
  22. Tomás J, Velasco A, Mínguez S. Aplicaciones móviles para mejorar el cumplimiento terapéutico. FMC - Formación Médica Continuada en Atención Primaria 2024;31(6):326 View
  23. Weintraub M, Merranko J, Ichinose M, Denenny D, Walshaw P, Morgan‐Fleming G, Brown R, Arevian A, Miklowitz D. Behavioral skill practice as a predictor of mood and family functioning in adolescents with bipolar and depressive mood disorders: Results of a 6‐month randomized trial of family‐focused therapy. Bipolar Disorders 2024;26(7):733 View
  24. Shakoor A, Mohansingh C, El Osrouti A, Borleffs J, van Houwelingen G, van de Swaluw J, van Kimmenade R, den Besten M, Pisters R, van Ofwegen-Hanekamp C, Koudstaal S, Handoko L, Asselbergs F, van Veghel D, van Wijk S, van der Boon R, Brugts J, Schaap J. Design and rationale of the Engage-HF study: the impact of a gamified engagement toolkit on participation and engagement in a heart failure registry. European Heart Journal - Digital Health 2024;5(5):643 View
  25. Gómez-Cuesta N, Mateo-Orcajada A, Meroño L, Abenza-Cano L, Vaquero-Cristóbal R. A mobile app-based intervention improves anthropometry, body composition and fitness, regardless of previous active-inactive status: a randomized controlled trial. Frontiers in Public Health 2024;12 View
  26. Mohapatra S, Issa M, Ivezic V, Doherty R, Marks S, Lan E, Chen S, Rozett K, Cullen L, Reynolds W, Rocchio R, Fonarow G, Ong M, Speier W, Arnold C. Increasing adherence and collecting symptom-specific biometric signals in remote monitoring of heart failure patients: a randomized controlled trial. Journal of the American Medical Informatics Association 2025;32(1):181 View
  27. Liu A, Urquía-Grande E, López-Sánchez P, Rodríguez-López Á. The power of play in microfinance: Examining the effect of gamification on customer relationship management performance. Journal of Behavioral and Experimental Finance 2024;44:100972 View
  28. Elmuttalut M. The key factors influencing tuberculosis treatment outcomes: A literature review. International Journal of Recent Innovations in Medicine and Clinical Research 2024;6(3):76 View
  29. Feng Z, Li H, Chen X, Zhang T, Chen Y, Shao S, Du J. Patient Participation in Medication Safety for Noncommunicable Diseases: A Qualitative Study of General Practitioners, Pharmacists, and Outpatients’ Perspectives in Beijing. Patient Preference and Adherence 2024;Volume 18:1907 View
  30. Golsong K, Kaufmann L, Baldofski S, Kohls E, Rummel-Kluge C. Acceptability, User Satisfaction, and Feasibility of an App-Based Support Service During the COVID-19 Pandemic in a Psychiatric Outpatient Setting: Prospective Longitudinal Observational Study. JMIR Formative Research 2024;8:e60461 View
  31. Taj U, Grimani A, Read D, Vlaev I. Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation. JMIR Serious Games 2024;12:e47141 View
  32. Nishi S, Kavanagh M, Ramboanga K, Ayoub-Charette S, Modol S, Dias G, Kendall C, Sievenpiper J, Chiavaroli L. Effect of digital health applications with or without gamification on physical activity and cardiometabolic risk factors: a systematic review and meta-analysis of randomized controlled trials. eClinicalMedicine 2024;76:102798 View
  33. Stocker A, Navarro N, Schmitt L, Delagnes M, Doualle A, Mallard V, Entajan F, Guivarc’h K, Masse P, Chaigneau L, Bonneau B, Lapeyre-Mestre M, Arbus C, Yrondi A, Salles J. Acceptability of “DIDE”, a mobile application designed at facilitating care adherence of patients with substance use disorder. Addiction Science & Clinical Practice 2024;19(1) View
  34. Chong C, Makmor-Bakry M, Hatah E, Mohd Tahir N, Mustafa N, Capule F, Hermansyah A. Factors infuencing type 2 diabetes mellitus patients’ readiness, acceptance and barriers towards mobile apps adoption for medication adherence. International Journal of Diabetes in Developing Countries 2024 View
  35. Wegener M, Sims K, Brooks R, Nichols L, Sideleau R, McKay S, Villanueva M. Understanding Users’ Engagement in a Provider-Created Mobile App for Training to Advance Hepatitis C Care: Knowledge Assessment Survey Study. JMIR Formative Research 2024;8:e52729 View
  36. Wang T, Huang Y, Chan H. Exploration of Features of Mobile Applications for Medication Adherence in Asia: Narrative Review. Journal of Medical Internet Research 2024;26:e60787 View
  37. de Castro B, Levens S, Sullivan M, Shaw G. Recommender systems use in weight management mHealth interventions: A scoping review. Obesity Reviews 2024 View
  38. Kim R, Chitneni A, Rubin J, White R, Jotwani R. Virtual Reality Therapy for Chronic Pain: A Scoping Review on Indications, Mechanisms of Action, and Effectiveness. Topics in Pain Management 2024;40(5):1 View
  39. Shakoor A, Mohansingh C, van der Boon R, Brugts J, Schaap J. Gamification and its Potential for Better Engagement in the Management of Heart Failure or Quality of Care Registries: A Viewpoint. Current Heart Failure Reports 2025;22(1) View

Books/Policy Documents

  1. Altuwayrib S, Win K, Freeman M. Persuasive Technology. View
  2. Zainal M, Zainal-Abidin A, Sulaiman S. Advances on Intelligent Computing and Data Science. View
  3. Kachhi Z. Enhancing Engagement With Gamification. View