Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Citing this Article

Right click to copy or hit: ctrl+c (cmd+c on mac)

Published on 09.01.15 in Vol 17, No 1 (2015): January

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

Works citing "The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial"

According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.3510):

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

  1. Kuang J, Argo L, Stoddard G, Bray BE, Zeng-Treitler Q. Assessing Pictograph Recognition: A Comparison of Crowdsourcing and Traditional Survey Approaches. Journal of Medical Internet Research 2015;17(12):e281
    CrossRef
  2. Kouwenhoven-Pasmooij TA, Robroek SJ, Ling SW, van Rosmalen J, van Rossum EF, Burdorf A, Hunink MM. A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study. JMIR Serious Games 2017;5(2):e6
    CrossRef
  3. Berton A, Longo UG, Candela V, Fioravanti S, Giannone L, Arcangeli V, Alciati V, Berton C, Facchinetti G, Marchetti A, Schena E, De Marinis MG, Denaro V. Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation. Journal of Clinical Medicine 2020;9(8):2567
    CrossRef
  4. Panchyrz I, Schwarz PEH. So kriegen Sie 10.000 Schritte in den Alltag. Info Diabetologie 2017;11(2):42
    CrossRef
  5. Bojd B, Song X, Tan Y, Yan X. Gamified Challenges in Online Weight-Loss Communities. SSRN Electronic Journal 2018;
    CrossRef
  6. Winkel DJ, Brantner P, Lutz J, Korkut S, Linxen S, Heye TJ. Gamification of Electronic Learning in Radiology Education to Improve Diagnostic Confidence and Reduce Error Rates. American Journal of Roentgenology 2020;214(3):618
    CrossRef
  7. Forman EM, Manasse SM, Dallal DH, Crochiere RJ, Berry MP, Butryn ML, Juarascio AS. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Translational Behavioral Medicine 2021;11(4):1015
    CrossRef
  8. AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12
    CrossRef
  9. Johnson D, Deterding S, Kuhn K, Staneva A, Stoyanov S, Hides L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions 2016;6:89
    CrossRef
  10. Fadda M, Galimberti E, Fiordelli M, Romanò L, Zanetti A, Schulz PJ. Effectiveness of a smartphone app to increase parents' knowledge and empowerment in the MMR vaccination decision: A randomized controlled trial. Human Vaccines & Immunotherapeutics 2017;13(11):2512
    CrossRef
  11. Milward J, Drummond C, Fincham-Campbell S, Deluca P. What makes online substance-use interventions engaging? A systematic review and narrative synthesis. DIGITAL HEALTH 2018;4:205520761774335
    CrossRef
  12. Schneider M, Baseler G, Funken O, Heberger S, Kiltz U, Klose P, Krüger K, Langhorst J, Mau W, Oltman R, Richter B, Seitz S, Sewerin P, Tholen R, Weseloh C, Witthöft M, Specker C. Management der frühen rheumatoiden Arthritis. Zeitschrift für Rheumatologie 2020;79(S1):1
    CrossRef
  13. Costello RE, Anand A, Jameson Evans M, Dixon WG. Associations Between Engagement With an Online Health Community and Changes in Patient Activation and Health Care Utilization: Longitudinal Web-Based Survey. Journal of Medical Internet Research 2019;21(8):e13477
    CrossRef
  14. Pang B, Kubacki K, Rundle-Thiele S. Promoting active travel to school: a systematic review (2010–2016). BMC Public Health 2017;17(1)
    CrossRef
  15. Hamari J, Koivisto J. “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior 2015;50:333
    CrossRef
  16. Plangger K, Campbell C, Robson K, Montecchi M. Little rewards, big changes: Using exercise analytics to motivate sustainable changes in physical activity. Information & Management 2022;59(5):103216
    CrossRef
  17. Guo Y, Albright D. The effectiveness of telehealth on self-management for older adults with a chronic condition: A comprehensive narrative review of the literature. Journal of Telemedicine and Telecare 2018;24(6):392
    CrossRef
  18. Seppen BF, den Boer P, Wiegel J, ter Wee MM, van der Leeden M, de Vries R, van der Esch M, Bos WH. Asynchronous mHealth Interventions in Rheumatoid Arthritis: Systematic Scoping Review. JMIR mHealth and uHealth 2020;8(11):e19260
    CrossRef
  19. Chen K, Zdorova M, Nathan-Roberts D. Implications of Wearables, Fitness Tracking Services, and Quantified Self on Healthcare. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2017;61(1):1066
    CrossRef
  20. Välimäki M, Mishina K, Kaakinen JK, Holm SK, Vahlo J, Kirjonen M, Pekurinen V, Tenovuo O, Korkeila J, Hämäläinen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study. Journal of Medical Internet Research 2018;20(3):e77
    CrossRef
  21. Hammedi W, Leclercq T, Poncin I, Alkire (Née Nasr) L. Uncovering the dark side of gamification at work: Impacts on engagement and well-being. Journal of Business Research 2021;122:256
    CrossRef
  22. Tu R, Hsieh P, Feng W. Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities. Sport Management Review 2019;22(5):682
    CrossRef
  23. Alahäivälä T, Oinas-Kukkonen H. Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature. International Journal of Medical Informatics 2016;96:62
    CrossRef
  24. Grimm O, Kaiser S, Plichta MM, Tobler PN. Altered reward anticipation: Potential explanation for weight gain in schizophrenia?. Neuroscience & Biobehavioral Reviews 2017;75:91
    CrossRef
  25. Kaium MA, Bao Y, Alam MZ, Hoque MR. Understanding continuance usage intention of mHealth in a developing country. International Journal of Pharmaceutical and Healthcare Marketing 2020;14(2):251
    CrossRef
  26. Feng W, Tu R, Hsieh P. Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements. Journal of Retailing and Consumer Services 2020;57:102229
    CrossRef
  27. Abdul Rahim MI, Thomas RH. Gamification of Medication Adherence in Epilepsy. Seizure 2017;52:11
    CrossRef
  28. Lasorsa I, D’Antrassi P, Ajčević M, Stellato K, Di Lenarda A, Marceglia S, Accardo A. Personalized support for chronic conditions. Applied Clinical Informatics 2016;07(03):633
    CrossRef
  29. Adamse C, Dekker-Van Weering MG, van Etten-Jamaludin FS, Stuiver MM. The effectiveness of exercise-based telemedicine on pain, physical activity and quality of life in the treatment of chronic pain: A systematic review. Journal of Telemedicine and Telecare 2018;24(8):511
    CrossRef
  30. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802
    CrossRef
  31. Koivisto J, Hamari J. The rise of motivational information systems: A review of gamification research. International Journal of Information Management 2019;45:191
    CrossRef
  32. Gossec L, Cantagrel A, Soubrier M, Berthelot J, Joubert J, Combe B, Czarlewski W, Wendling D, Dernis E, Grange L, Beauvais C, Perdriger A, Nataf H, Dougados M, Servy H. Sanoïa®, plateforme e-santé interactive d’auto-évaluation dans la polyarthrite rhumatoïde. Essai comparatif randomisé de 12 mois sur 320 patients. Revue du Rhumatisme 2019;86(1):52
    CrossRef
  33. Drewniak D, Glässel A, Hodel M, Biller-Andorno N. Risks and Benefits of Web-Based Patient Narratives: Systematic Review. Journal of Medical Internet Research 2020;22(3):e15772
    CrossRef
  34. Andrikopoulou E, Scott P, Herrera H, Good A. What are the important design features of personal health records to improve medication adherence for patients with long-term conditions? A systematic literature review. BMJ Open 2019;9(9):e028628
    CrossRef
  35. Emmerson KB, Harding KE, Taylor NF. Providing exercise instructions using multimedia may improve adherence but not patient outcomes: a systematic review and meta-analysis. Clinical Rehabilitation 2019;33(4):607
    CrossRef
  36. Valenzuela-Pascual F, Molina F, Corbi F, Blanco-Blanco J, Gil RM, Soler-Gonzalez J. The influence of a biopsychosocial educational internet-based intervention on pain, dysfunction, quality of life, and pain cognition in chronic low back pain patients in primary care: a mixed methods approach. BMC Medical Informatics and Decision Making 2015;15(1)
    CrossRef
  37. Murillo-Zamorano LR, Ángel López Sánchez J, Bueno Muñoz C. Gamified crowdsourcing in higher education: A theoretical framework and a case study. Thinking Skills and Creativity 2020;36:100645
    CrossRef
  38. El Morr C, Layal M. Effectiveness of ICT-based intimate partner violence interventions: a systematic review. BMC Public Health 2020;20(1)
    CrossRef
  39. Garett R, Young SD. Health Care Gamification: A Study of Game Mechanics and Elements. Technology, Knowledge and Learning 2019;24(3):341
    CrossRef
  40. Cordero-Brito S, Mena J. Gamification and Its Application in the Social Environment. Journal of Information Technology Research 2020;13(3):58
    CrossRef
  41. Jin H, Miao Y, Jung J, Li D. Construction of information search behavior based on data mining. Personal and Ubiquitous Computing 2022;26(2):233
    CrossRef
  42. . Social Cognitive Theories and Electronic Health Design: Scoping Review. JMIR Human Factors 2019;6(3):e11544
    CrossRef
  43. Esbensen BA, Kennedy N, Brodin N. Prevention and adherence in Rheumatic and Musculoskeletal disease. Best Practice & Research Clinical Rheumatology 2020;34(2):101525
    CrossRef
  44. Hoffmann A, Christmann CA, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13
    CrossRef
  45. Looyestyn J, Kernot J, Boshoff K, Ryan J, Edney S, Maher C, Amblard F. Does gamification increase engagement with online programs? A systematic review. PLOS ONE 2017;12(3):e0173403
    CrossRef
  46. Rajani NB, Weth D, Mastellos N, Filippidis FT. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market. BMJ Open 2019;9(6):e027883
    CrossRef
  47. Lewis ZH, Swartz MC, Lyons EJ. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal 2016;5(2):93
    CrossRef
  48. Earle AM, LaBrie JW, Boyle SC, Smith D. In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world. Addictive Behaviors 2018;80:71
    CrossRef
  49. Jansson M, Koivisto J, Pikkarainen M. Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews. Journal of Clinical Nursing 2020;29(13-14):2338
    CrossRef
  50. Fadda M, Galimberti E, Fiordelli M, Schulz PJ. Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach. JMIR mHealth and uHealth 2018;6(3):e59
    CrossRef
  51. Jang S, Kitchen PJ, Kim J. The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research 2018;92:250
    CrossRef
  52. AlMarshedi A, Wills G, Ranchhod A. Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study. JMIR Serious Games 2016;4(2):e14
    CrossRef
  53. Werbrouck A, Swinnen E, Kerckhofs E, Buyl R, Beckwée D, De Wit L. How to empower patients? A systematic review and meta-analysis. Translational Behavioral Medicine 2018;8(5):660
    CrossRef
  54. Srikesavan C, Bryer C, Ali U, Williamson E. Web-based rehabilitation interventions for people with rheumatoid arthritis: A systematic review. Journal of Telemedicine and Telecare 2019;25(5):263
    CrossRef
  55. Myneni S, Cobb N, Cohen T. In Pursuit of Theoretical Ground in Behavior Change Support Systems: Analysis of Peer-to-Peer Communication in a Health-Related Online Community. Journal of Medical Internet Research 2016;18(2):e28
    CrossRef
  56. Griffiths AJ, White CM, Thain PK, Bearne LM. The effect of interactive digital interventions on physical activity in people with inflammatory arthritis: a systematic review. Rheumatology International 2018;38(9):1623
    CrossRef
  57. Roche CC, Wingo NP, Westfall AO, Azuero A, Dempsey DM, Willig JH. Educational Analytics. CIN: Computers, Informatics, Nursing 2018;36(9):458
    CrossRef
  58. Jessen S, Mirkovic J, Nes LS. MyStrengths, a Strengths-Focused Mobile Health Tool: Participatory Design and Development. JMIR Formative Research 2020;4(7):e18049
    CrossRef
  59. Hoffmann A, Faust-Christmann CA, Zolynski G, Bleser G. Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study. JMIR Formative Research 2020;4(5):e13170
    CrossRef
  60. Gossec L, Cantagrel A, Soubrier M, Berthelot J, Joubert J, Combe B, Czarlewski W, Wendling D, Dernis E, Grange L, Beauvais C, Perdriger A, Nataf H, Dougados M, Servy H. An e-health interactive self-assessment website (Sanoia®) in rheumatoid arthritis. A 12-month randomized controlled trial in 320 patients. Joint Bone Spine 2018;85(6):709
    CrossRef
  61. Yanez B, Baik SH, Oswald LB, Buitrago D, Buscemi J, Iacobelli F, Perez-Tamayo A, Fajardo P, Serrano G, Guitelman J, Penedo FJ. An Electronic Health Intervention for Latina Women Undergoing Breast Cancer Treatment (My Guide for Breast Cancer Treatment): Protocol for a Randomized Controlled Trial. JMIR Research Protocols 2019;8(12):e14339
    CrossRef
  62. Kruse CS, Mileski M, Moreno J. Mobile health solutions for the aging population: A systematic narrative analysis. Journal of Telemedicine and Telecare 2017;23(4):439
    CrossRef
  63. Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
    CrossRef
  64. Philips B, Smits C, Govaerts PJ, Doorn I, Vanpoucke F. Empowering Senior Cochlear Implant Users at Home via a Tablet Computer Application. American Journal of Audiology 2018;27(3S):417
    CrossRef
  65. Koivisto J, Hamari J. The Rise of Motivational Information Systems: A Review of Gamification Research. SSRN Electronic Journal 2017;
    CrossRef
  66. Lewis D, Long J, Moss N, Fowles ER. The Online Sharing of Instagram Images for Rheumatoid Arthritis. CIN: Computers, Informatics, Nursing 2021;39(2):89
    CrossRef
  67. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505
    CrossRef
  68. Johansson V, Islind AS, Lindroth T, Angenete E, Gellerstedt M. Online Communities as a Driver for Patient Empowerment: Systematic Review. Journal of Medical Internet Research 2021;23(2):e19910
    CrossRef
  69. Caliskan Y, Entezari R, Eßer M, Ezold U, Gelfart D, Mariami H, Beutelspacher L. Spielend heilen. Information - Wissenschaft & Praxis 2018;69(1):47
    CrossRef
  70. Rahi S, Khan MM, Alghizzawi M. Factors influencing the adoption of telemedicine health services during COVID-19 pandemic crisis: an integrative research model. Enterprise Information Systems 2021;15(6):769
    CrossRef
  71. Scholz M, Haase R, Schriefer D, Voigt I, Ziemssen T. Electronic Health Interventions in the Case of Multiple Sclerosis: From Theory to Practice. Brain Sciences 2021;11(2):180
    CrossRef
  72. van der Lubbe L, Gerritsen C, Klein M, Hindriks K. Empowering vulnerable target groups with serious games and gamification. Entertainment Computing 2021;38:100402
    CrossRef
  73. Mamede A, Noordzij G, Jongerling J, Snijders M, Schop-Etman A, Denktas S. Combining Web-Based Gamification and Physical Nudges With an App (MoveMore) to Promote Walking Breaks and Reduce Sedentary Behavior of Office Workers: Field Study. Journal of Medical Internet Research 2021;23(4):e19875
    CrossRef
  74. Yang H, Li D. Exploring the inverted-U relationship between gamification achievement and health management performance. Computers in Human Behavior 2021;121:106805
    CrossRef
  75. Tuah NM, Ahmedy F, Gani A, Yong LN. A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges. Information 2021;12(2):91
    CrossRef
  76. Soni M, Jain K, Jajodia I. Mobile health (mHealth) application loyalty in young consumers. Young Consumers 2021;22(3):429
    CrossRef
  77. Kim J, Castelli DM. Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. International Journal of Environmental Research and Public Health 2021;18(7):3550
    CrossRef
  78. Schöbel SM, Janson A, Söllner M. Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs. European Journal of Information Systems 2020;29(6):641
    CrossRef
  79. Trost Z, France C, Anam M, Shum C. Virtual reality approaches to pain: toward a state of the science. Pain 2021;162(2):325
    CrossRef
  80. Wu PF, Bernardi R. Community attachment and emotional well-being: an empirical study of an online community for people with diabetes. Information Technology & People 2021;34(7):1949
    CrossRef
  81. Tabbaa L, Ang CS, Siriaraya P, She WJ, Prigerson HG. A Reflection on Virtual Reality Design for Psychological, Cognitive and Behavioral Interventions: Design Needs, Opportunities and Challenges. International Journal of Human–Computer Interaction 2021;37(9):851
    CrossRef
  82. Yang H, Li D. Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance. Technological Forecasting and Social Change 2021;169:120839
    CrossRef
  83. Westmattelmann D, Grotenhermen J, Sprenger M, Rand W, Schewe G. Apart we ride together: The motivations behind users of mixed-reality sports. Journal of Business Research 2021;134:316
    CrossRef
  84. Vitale E, Vion Génovese V, Allenet B. Les outils numériques au service de l’éducation thérapeutique : leurre ou pertinence ? revue narrative de la littérature. Education Thérapeutique du Patient - Therapeutic Patient Education 2021;13(1):10601
    CrossRef
  85. Yang H, Li D. Understanding the dark side of gamification health management: A stress perspective. Information Processing & Management 2021;58(5):102649
    CrossRef
  86. MacIver A, Hollinger H, Carolan C. Tele-health interventions to support self-management in adults with rheumatoid arthritis: a systematic review. Rheumatology International 2021;41(8):1399
    CrossRef
  87. . Could Gamification Present a Significant Topic for the Philosophy of Sport?. Studia sportiva 2021;15(1):51
    CrossRef
  88. Bräuer P, Mazarakis A. “Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants. Computers in Human Behavior 2022;135:107362
    CrossRef
  89. Cao Y, Kou F, Hu H, Wan G. How gamified cooperation and competition motivate low-carbon actions: An investigation of gamification in a popular online payment platform in China. Journal of Environmental Management 2022;324:116259
    CrossRef
  90. Mulchandani D, Orji R, Yan Z. Socially-Oriented Persuasive Game to Promote Disease Awareness and Prevention. Human Behavior and Emerging Technologies 2022;2022:1
    CrossRef
  91. Riffitts M, Cook H, McClincy M, Bell K. Evaluation of a Smart Knee Brace for Range of Motion and Velocity Monitoring during Rehabilitation Exercises and an Exergame. Sensors 2022;22(24):9965
    CrossRef
  92. Maher CA, Olds T, Vandelanotte C, Plotnikoff R, Edney SM, Ryan JC, DeSmet A, Curtis RG. Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?. Games for Health Journal 2022;11(3):193
    CrossRef
  93. 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
  94. Valenzuela-Pascual F, Pàmies-Fabra J, García-Martínez E, Martínez-Navarro O, Climent-Sanz C, Gea-Sánchez M, Virgili-Gomà J, Rubí-Carnacea F, Garcia-Escudero M, Blanco-Blanco J. Use of a gamified website to increase pain neurophysiology knowledge and improve satisfaction and motivation among students studying for a degree in physiotherapy: a quasi-experimental study. BMC Medical Education 2022;22(1)
    CrossRef
  95. Hurmuz MZ, Jansen-Kosterink SM, Hermens HJ, van Velsen L. Game not over: Explaining older adults’ use and intention to continue using a gamified eHealth service. Health Informatics Journal 2022;28(2):146045822211060
    CrossRef
  96. Xu L, Shi H, Shen M, Ni Y, Zhang X, Pang Y, Yu T, Lian X, Yu T, Yang X, Li F. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review. JMIR mHealth and uHealth 2022;10(2):e27794
    CrossRef
  97. Hoffmann G, Pfeiffer J. Gameful Learning for a More Sustainable World. Business & Information Systems Engineering 2022;64(4):459
    CrossRef
  98. Seong B, Hong C. Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory. International Journal of Environmental Research and Public Health 2022;20(1):592
    CrossRef
  99. Rajani NB, Bustamante L, Weth D, Romo L, Mastellos N, Filippidis FT. Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment. JMIR Serious Games 2023;11:e39975
    CrossRef
  100. Seppen B, Wiegel J, ter Wee MM, van Schaardenburg D, Roorda LD, Nurmohamed MT, Boers M, Bos WH. Smartphone‐Assisted Patient‐Initiated Care Versus Usual Care in Patients With Rheumatoid Arthritis and Low Disease Activity: A Randomized Controlled Trial. Arthritis & Rheumatology 2022;74(11):1737
    CrossRef
  101. Epah J, Gülec I, Winter S, Dörr J, Geisen C, Haecker E, Link D, Schwab M, Seifried E, Schäfer R. From Unit to Dose: A Machine Learning Approach for Precise Prediction of Hemoglobin and Iron Content in Individual Packed Red Blood Cell Units. Advanced Science 2022;9(36)
    CrossRef
  102. van der Walt A, Butzkueven H, Shin RK, Midaglia L, Capezzuto L, Lindemann M, Davies G, Butler LM, Costantino C, Montalban X. Developing a Digital Solution for Remote Assessment in Multiple Sclerosis: From Concept to Software as a Medical Device. Brain Sciences 2021;11(9):1247
    CrossRef
  103. Ahmed S, Grainger R, Santosa A, Adnan A, Alnaqbi KA, Chen Y, Kavadichanda C, Kaw NSK, Kelly A, Khan SEA, Masri B, Nakarmi S, Parlindungan F, Rahman N, So H, Soroush MG, Thilakarathne AS, Traboco L. APLAR recommendations on the practice of telemedicine in rheumatology. International Journal of Rheumatic Diseases 2022;25(3):247
    CrossRef
  104. Ghorbani B, Jackson AC, Noorchenarboo M, Mandegar MH, Sharifi F, Mirmoghtadaie Z, Bahramnezhad F. Comparing the Effects of Gamification and Teach-Back Training Methods on Adherence to a Therapeutic Regimen in Patients After Coronary Artery Bypass Graft Surgery: Randomized Clinical Trial. Journal of Medical Internet Research 2021;23(12):e22557
    CrossRef
  105. Giovannini I, Bosch P, Dejaco C, De Marco G, McGonagle D, Quartuccio L, De Vita S, Errichetti E, Zabotti A. The Digital Way to Intercept Psoriatic Arthritis. Frontiers in Medicine 2021;8
    CrossRef
  106. Bojd B, Song X, Tan Y, Yan X. Gamified Challenges in Online Weight-Loss Communities. Information Systems Research 2022;33(2):718
    CrossRef
  107. Al-Rayes S, Al Yaqoub FA, Alfayez A, Alsalman D, Alanezi F, Alyousef S, AlNujaidi H, Al-Saif AK, Attar R, Aljabri D, Al-Mubarak S, Al-Juwair MM, Alrawiai S, Saraireh L, Saadah A, Al-umran A, Alanzi TM. Gaming elements, applications, and challenges of gamification in healthcare. Informatics in Medicine Unlocked 2022;31:100974
    CrossRef
  108. Schreurs L, Steenhout I, Bosmans J, Buyl R, De Cock D. Can mHealth bridge the digital divide in rheumatic and musculoskeletal conditions?. BMC Digital Health 2023;1(1)
    CrossRef
  109. Cao Y, Kou F, Hu H, Wan G. Competition & Cooperation: How Gamified Interactions Promote Users’ Low-Carbon Actions. SSRN Electronic Journal 2022;
    CrossRef
  110. Damgaard AJ, Primdahl J, Esbensen BA, Latocha KM, Bremander A. Self-management support needs of patients with inflammatory arthritis and the content of self-management interventions: a scoping review. Seminars in Arthritis and Rheumatism 2023;60:152203
    CrossRef
  111. Chen X, Al-Worafi YM. Online health communities influence people’s health behaviors in the context of COVID-19. PLOS ONE 2023;18(4):e0282368
    CrossRef
  112. Wu B, Zhang M, Hu H, Wu X. The Effectiveness of Telemedicine in Patients with Rheumatoid Arthritis: An Overview of Systematic Reviews and Meta-Analysis. Telemedicine and e-Health 2023;29(12):1747
    CrossRef
  113. Monroe CM, Cai B, Edney S, Jake-Schoffman DE, 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)
    CrossRef
  114. Favre J, Cantaloube A, Jolles BM. Rehabilitation for Musculoskeletal Disorders: The Emergence of Serious Games and the Promise of Personalized Versions Using Artificial Intelligence. Journal of Clinical Medicine 2023;12(16):5310
    CrossRef
  115. Doumen M, De Meyst E, Lefevre C, Pazmino S, Joly J, Bertrand D, Devinck M, Westhovens R, Verschueren P. Effectiveness and feasibility of a mobile health self-management intervention in rheumatoid arthritis: study protocol for a pragmatic multicentre randomised controlled trial (AEGORA). Trials 2023;24(1)
    CrossRef
  116. Wright PJ, Raynor PA, Bowers D, Combs EM, Corbett CF, Hardy H, Patel K. Leveraging digital technology for social connectedness among adults with chronic conditions: A systematic review. DIGITAL HEALTH 2023;9
    CrossRef
  117. Deshpande N, Wu M, Kelly C, Woodrick N, Werner DA, Volerman A, Press VG. Video-Based Educational Interventions for Patients With Chronic Illnesses: Systematic Review. Journal of Medical Internet Research 2023;25:e41092
    CrossRef
  118. Braga BC, Nguyen PH, Tran LM, Hoang NT, Bannerman B, Doyle F, Folson G, Gangupantulu R, Karachiwalla N, Kolt B, McCloskey P, Palloni G, Thi Tran TH, Thuy Thi Trơưng D, Hughes D, Gelli A. Feasibility of Using an Artificial Intelligence-based Telephone Application for Dietary Assessment and Nudging to Improve the Quality of Food Choices of Female Adolescents in Vietnam: Evidence from a Randomized Pilot Study. Current Developments in Nutrition 2023;:102063
    CrossRef
  119. 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
  120. . Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services. Journal of Retailing and Consumer Services 2024;77:103698
    CrossRef
  121. . Revisão narrativa sobre aplicações de jogos sérios em pacientes pós-acidente vascular cerebral. BIS. Boletim do Instituto de Saúde 2022;23(2):73
    CrossRef
  122. Nast I, Scheermesser M, Ernst M, Sommer B, Schmid P, Weisenhorn M, E B, Gomez D, Iten P, von Wartburg A, Frey W, Lünenburger L, Bauer C. Usability of a visual feedback system to assess and improve movement disorders related to neck pain: Perceptions of physical therapists and patients. Heliyon 2024;10(5):e26931
    CrossRef
  123. Knudsen LR, Ndosi M, Hauge E, Lomborg K, Dreyer L, Aaboe S, Kjær MB, Sørensen L, Volsmann L, Christensen HM, de Thurah A. Effectiveness of a novel digital patient education programme to support self-management of early rheumatoid arthritis: a randomized controlled trial. Rheumatology 2024;
    CrossRef
  124. Polus M, Keikhosrokiani P, Korhonen O, Behutiye W, Isomursu M. Impact of Digital Interventions on the Treatment Burden of Patients With Chronic Conditions: Protocol for a Systematic Review. JMIR Research Protocols 2024;13:e54833
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/jmir.3510):

  1. Gatsios D, Bamiou DE, Costafreda S, Georga EI, Kourou KK, Exarchos T, Tsiouris KM, Fotiadis DI. XV Mediterranean Conference on Medical and Biological Engineering and Computing – MEDICON 2019. 2020. Chapter 120:983
    CrossRef
  2. Kappen DL, Mirza-Babaei P, Nacke LE. Human Aspects of IT for the Aged Population. Healthy and Active Aging. 2020. Chapter 22:292
    CrossRef
  3. Nishihara T, Parwak Y, Edogun E, Park G, Lee S. Impacts of Information Technology on Patient Care and Empowerment. 2020. chapter 6:100
    CrossRef
  4. Oztaysi B, Dogan O, Gul H. R&D Management in the Knowledge Era. 2019. Chapter 11:299
    CrossRef
  5. van Deen WK, Hommes DW. Telemanagement of Inflammatory Bowel Disease. 2016. Chapter 11:179
    CrossRef
  6. Bamidis P, Gabarron E, Hors-Fraile S, Konstantinidis E, Konstantinidis S, Rivera O. Participatory Health Through Social Media. 2016. :112
    CrossRef
  7. . The Handbook of Behavior Change. 2020. 29:416
    CrossRef
  8. Machado D, Carvalho R, Brandão P. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. 2021. chapter 16:293
    CrossRef
  9. Gao Q, Chen Y. HANDBOOK OF HUMAN FACTORS AND ERGONOMICS. 2021. :1143
    CrossRef
  10. . Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations. 2022. chapter 9:185
    CrossRef
  11. Cordero-Brito S, Mena J. Research Anthology on Game Design, Development, Usage, and Social Impact. 2022. chapter 35:691
    CrossRef
  12. Reid T, Nelson ML, Weigle MC. From Born-Physical to Born-Virtual: Augmenting Intelligence in Digital Libraries. 2022. Chapter 31:401
    CrossRef
  13. Saprikis V, Vlachopoulou M. Operational Research in the Era of Digital Transformation and Business Analytics. 2023. Chapter 24:227
    CrossRef
  14. Pandey V, Saha SK, Mukherjee S, Nair SVR, Jha A. Advances in Communication, Devices and Networking. 2023. Chapter 11:111
    CrossRef
  15. . Improving Higher Education Models Through International Comparative Analysis. 2023. chapter 2:19
    CrossRef