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

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