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Citing this Article

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Published on 10.10.17 in Vol 5, No 10 (2017): October

This paper is in the following e-collection/theme issue:

Works citing "Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO)"

According to Crossref, the following articles are citing this article (DOI 10.2196/mhealth.6675):

(note that this is only a small subset of citations)

  1. Sharkey T, Whatnall MC, Hutchesson MJ, Haslam RL, Bezzina A, Collins CE, Ashton LM. Effectiveness of gender-targeted versus gender-neutral interventions aimed at improving dietary intake, physical activity and/or overweight/obesity in young adults (aged 17–35 years): a systematic review and meta-analysis. Nutrition Journal 2020;19(1)
    CrossRef
  2. Ashton LM, Sharkey T, Whatnall MC, Haslam RL, Bezzina A, Aguiar EJ, Collins CE, Hutchesson MJ. Which behaviour change techniques within interventions to prevent weight gain and/or initiate weight loss improve adiposity outcomes in young adults? A systematic review and meta‐analysis of randomized controlled trials. Obesity Reviews 2020;21(6)
    CrossRef
  3. Mo D, Xiang M, Luo M, Dong Y, Fang Y, Zhang S, Zhang Z, Liang H. Using Gamification and Social Incentives to Increase Physical Activity and Related Social Cognition among Undergraduate Students in Shanghai, China. International Journal of Environmental Research and Public Health 2019;16(5):858
    CrossRef
  4. Kelders SM, Sommers-Spijkerman M, Goldberg J. Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment. Journal of Medical Internet Research 2018;20(7):e247
    CrossRef
  5. Perlmutter A, Benchoufi M, Ravaud P, Tran V. Identification of Patient Perceptions That Can Affect the Uptake of Interventions Using Biometric Monitoring Devices: Systematic Review of Randomized Controlled Trials. Journal of Medical Internet Research 2020;22(9):e18986
    CrossRef
  6. Soela Kim , Jeong Yeob Han . Co-presence in Gamified Geosocial Mobile Fitness Applications: Its Determinants and Effects on Perceived Support, Exercise Self-Efficacy, and Exercise Adherence. Health Communication Research 2018;17(2):33
    CrossRef
  7. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505
    CrossRef
  8. Whatnall MC, Hutchesson MJ, Sharkey T, Haslam RL, Bezzina A, Collins CE, Tzelepis F, Ashton LM. Recruiting and retaining young adults: what can we learn from behavioural interventions targeting nutrition, physical activity and/or obesity? A systematic review of the literature. Public Health Nutrition 2021;24(17):5686
    CrossRef
  9. Whatnall MC, Sharkey T, Hutchesson MJ, Haslam RL, Bezzina A, Collins CE, Ashton LM. Effectiveness of interventions and behaviour change techniques for improving physical activity in young adults: A systematic review and meta-analysis. Journal of Sports Sciences 2021;39(15):1754
    CrossRef
  10. Li C, Chen X, Bi X. Wearable activity trackers for promoting physical activity: A systematic meta-analytic review. International Journal of Medical Informatics 2021;152:104487
    CrossRef
  11. 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
    CrossRef
  12. Yang Y, Hu H, Koenigstorfer J. Effects of Gamified Smartphone Applications on Physical Activity: A Systematic Review and Meta-Analysis. American Journal of Preventive Medicine 2022;62(4):602
    CrossRef
  13. Günther L, Schleberger S, Pischke CR. Effectiveness of Social Media-Based Interventions for the Promotion of Physical Activity: Scoping Review. International Journal of Environmental Research and Public Health 2021;18(24):13018
    CrossRef
  14. Mauch CE, Edney SM, Viana JNM, Gondalia S, Sellak H, Boud SJ, Nixon DD, Ryan JC. Precision health in behaviour change interventions: A scoping review. Preventive Medicine 2022;163:107192
    CrossRef
  15. Schwarz A, Winkens LHH, de Vet E, Ossendrijver D, Bouwsema K, Simons M. Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies. JMIR mHealth and uHealth 2023;11:e40898
    CrossRef
  16. Mazeas A, Duclos M, Pereira B, Chalabaev A. Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials. Journal of Medical Internet Research 2022;24(1):e26779
    CrossRef
  17. Baumann H, Fiedler J, Wunsch K, Woll A, Wollesen B. mHealth Interventions to Reduce Physical Inactivity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-analysis of Randomized Controlled Trials. JMIR mHealth and uHealth 2022;10(5):e35920
    CrossRef
  18. Casado-Robles C, Viciana J, Guijarro-Romero S, Mayorga-Vega D. Effects of Consumer-Wearable Activity Tracker-Based Programs on Objectively Measured Daily Physical Activity and Sedentary Behavior Among School-Aged Children: A Systematic Review and Meta-analysis. Sports Medicine - Open 2022;8(1)
    CrossRef
  19. Viana JN, Edney S, Gondalia S, Mauch C, Sellak H, O'Callaghan N, Ryan JC. Trends and gaps in precision health research: a scoping review. BMJ Open 2021;11(10):e056938
    CrossRef
  20. Antezana G, Venning A, Smith D, Bidargaddi N. Understanding what we know so far about young people's engagement with wellbeing apps. A scoping review and narrative synthesis. DIGITAL HEALTH 2022;8:205520762211441
    CrossRef
  21. Stecher C, Pfisterer B, Harden SM, Epstein D, Hirschmann JM, Wunsch K, Buman MP. Assessing the Pragmatic Nature of Mobile Health Interventions Promoting Physical Activity: Systematic Review and Meta-analysis. JMIR mHealth and uHealth 2023;11:e43162
    CrossRef
  22. Ozdamli F, Milrich F. Positive and Negative Impacts of Gamification on the Fitness Industry. European Journal of Investigation in Health, Psychology and Education 2023;13(8):1411
    CrossRef
  23. Yfantidou S, Sermpezis P, Vakali A. 14 Years of Self-Tracking Technology for mHealth—Literature Review: Lessons Learned and the PAST SELF Framework. ACM Transactions on Computing for Healthcare 2023;4(3):1
    CrossRef
  24. Yang J, Casey A, Cale L. The Influence of Healthy Lifestyle Technologies on Young People’s Physical Activity Participation and Health Learning: A Systematic Review. Quest 2024;76(1):72
    CrossRef
  25. Ndulue C, Orji R. Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change. IEEE Transactions on Games 2023;15(2):121
    CrossRef
  26. Gajardo Sánchez AD, Murillo-Zamorano LR, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4)
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/mhealth.6675):

  1. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. 2021. Chapter 14:168
    CrossRef
  2. Ulmer T, Baldauf M. Human-Computer Interaction. User Experience and Behavior. 2022. Chapter 31:447
    CrossRef
  3. Hyypiö H, Giri S, Oinas-Kukkonen H. Persuasive Technology. 2024. Chapter 14:176
    CrossRef