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

Games for Health 


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Works citing "Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis"

Elizabeth Jane Lyons, Claire Hatkevich
J Med Internet Res 2013 (May 07); 15(5):e81 

According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.2403):

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

 
1. Simons M, de Vet E, Chinapaw MJ, de Boer M, Seidell JC, Brug J. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses. JMIR Serious Games 2014;2(1):e4 [CrossRef]
 
2. Baranowski T, Maddison R, Maloney A, Medina E, Simons M. Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity. Games for Health Journal 2014;3(2):72 [CrossRef]
 
3. Feltz DL, Forlenza ST, Winn B, Kerr NL. Cyber Buddy Is Better than No Buddy: A Test of the Köhler Motivation Effect in Exergames. Games for Health Journal 2014;3(2):98 [CrossRef]
 
4. Baranowski MT, Bower PK, Krebs P, Lamoth CJ, Lyons EJ. Effective Feedback Procedures in Games for Health: A Roundtable Discussion. Games for Health Journal 2013;:131212070440006 [CrossRef]