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Citing this Article

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Published on 29.04.16 in Vol 18, No 4 (2016): April

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

Works citing "Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis"

According to Crossref, the following articles are citing this article (DOI 10.2196/jmir.4444):

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

  1. Politis Y, Olivia L, Olivia T. Empowering autistic adults through their involvement in the development of a virtual world. Advances in Autism 2019;5(4):303
    CrossRef
  2. Dekker MR, Williams AD. The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression. Games for Health Journal 2017;6(6):327
    CrossRef
  3. Astell AJ, McGrath C, Dove E. ‘That's for old so and so's!’: does identity influence older adults’ technology adoption decisions?. Ageing and Society 2020;40(7):1550
    CrossRef
  4. Klaassen R, Bul K, op den Akker R, van der Burg G, Kato P, Di Bitonto P. Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients. Sensors 2018;18(2):402
    CrossRef
  5. Dack C, Ross J, Stevenson F, Pal K, Gubert E, Michie S, Yardley L, Barnard M, May C, Farmer A, Wood B, Murray E. A digital self-management intervention for adults with type 2 diabetes: Combining theory, data and participatory design to develop HeLP-Diabetes. Internet Interventions 2019;17:100241
    CrossRef
  6. Brown M, Hooper N, Eslambolchilar P, John A. Participatory design: Development of a web-based Acceptance and Commitment Therapy intervention to support lifestyle behavior change and well-being in healthcare staff (Preprint). JMIR Formative Research 2020;
    CrossRef
  7. Thompson D. Incorporating Behavioral Techniques into a Serious Videogame for Children. Games for Health Journal 2017;6(2):75
    CrossRef
  8. Altuwairiqi M, Jiang N, Ali R. Problematic Attachment to Social Media: Five Behavioural Archetypes. International Journal of Environmental Research and Public Health 2019;16(12):2136
    CrossRef
  9. Hemingway C, Baja ES, Dalmacion GV, Medina PMB, Guevara EG, Sy TR, Dacombe R, Dormann C, Taegtmeyer M. Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process. JMIR Serious Games 2019;7(4):e13695
    CrossRef
  10. Parisod H, Pakarinen A, Axelin A, Danielsson-Ojala R, Smed J, Salanterä S. Designing a Health-Game Intervention Supporting Health Literacy and a Tobacco-Free Life in Early Adolescence. Games for Health Journal 2017;6(4):187
    CrossRef
  11. Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8
    CrossRef
  12. Vugts MA, Zedlitz AM, Joosen MC, Vrijhoef HJ. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation. Journal of Medical Internet Research 2020;22(3):e14766
    CrossRef
  13. Holzmann SL, Schäfer H, Plecher DA, Stecher L, Klinker GJ, Groh G, Hauner H, Holzapfel C. Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University. JMIR Serious Games 2020;8(2):e16216
    CrossRef
  14. Piau A, Wild K, Mattek N, Kaye J. Current State of Digital Biomarker Technologies for Real-Life, Home-Based Monitoring of Cognitive Function for Mild Cognitive Impairment to Mild Alzheimer Disease and Implications for Clinical Care: Systematic Review. Journal of Medical Internet Research 2019;21(8):e12785
    CrossRef
  15. Robb N, Waller A, Woodcock KA. Developing a Task Switching Training Game for Children With a Rare Genetic Syndrome Linked to Intellectual Disability. Simulation & Gaming 2019;50(2):160
    CrossRef
  16. Perski O, Baretta D, Blandford A, West R, Michie S. Engagement features judged by excessive drinkers as most important to include in smartphone applications for alcohol reduction: A mixed-methods study. DIGITAL HEALTH 2018;4:205520761878584
    CrossRef
  17. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565
    CrossRef
  18. Faric N, Potts HWW, Hon A, Smith L, Newby K, Steptoe A, Fisher A. What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews. Journal of Medical Internet Research 2019;21(9):e13833
    CrossRef
  19. Kip H, Oberschmidt K, Bierbooms JJPA. eHealth Technology in Forensic Mental Healthcare: Recommendations for Achieving Benefits and Overcoming Barriers. International Journal of Forensic Mental Health 2020;:1
    CrossRef
  20. Martin A, Caon M, Adorni F, Andreoni G, Ascolese A, Atkinson S, Bul K, Carrion C, Castell C, Ciociola V, Condon L, Espallargues M, Hanley J, Jesuthasan N, Lafortuna CL, Lang A, Prinelli F, Puidomenech Puig E, Tabozzi SA, McKinstry B. A Mobile Phone Intervention to Improve Obesity-Related Health Behaviors of Adolescents Across Europe: Iterative Co-Design and Feasibility Study. JMIR mHealth and uHealth 2020;8(3):e14118
    CrossRef
  21. Balli F. Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process. JMIR Serious Games 2018;6(4):e18
    CrossRef
  22. Murray E, Ross J, Pal K, Li J, Dack C, Stevenson F, Sweeting M, Parrott S, Barnard M, Yardley L, Michie S, May C, Patterson D, Alkhaldi G, Fisher B, Farmer A, O’Donnell O. A web-based self-management programme for people with type 2 diabetes: the HeLP-Diabetes research programme including RCT. Programme Grants for Applied Research 2018;6(5):1
    CrossRef
  23. Jahnel T, Schüz B. Partizipative Entwicklung von Digital-Public-Health-Anwendungen: Spannungsfeld zwischen Nutzer*innenperspektive und Evidenzbasierung. Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz 2020;63(2):153
    CrossRef
  24. Allin S, Shepherd J, Tomasone J, Munce S, Linassi G, Hossain SN, Jaglal S. Participatory Design of an Online Self-Management Tool for Users With Spinal Cord Injury: Qualitative Study. JMIR Rehabilitation and Assistive Technologies 2018;5(1):e6
    CrossRef
  25. Crawford J, Wilhelm K, Proudfoot J. Web-Based Benefit-Finding Writing for Adults with Type 1 or Type 2 Diabetes: Preliminary Randomized Controlled Trial. JMIR Diabetes 2019;4(2):e13857
    CrossRef
  26. Moore G, Wilding H, Gray K, Castle D. Participatory Methods to Engage Health Service Users in the Development of Electronic Health Resources: Systematic Review. Journal of Participatory Medicine 2019;11(1):e11474
    CrossRef
  27. Kip H, Kelders SM, Bouman YHA, van Gemert-Pijnen LJEWC. The Importance of Systematically Reporting and Reflecting on eHealth Development: Participatory Development Process of a Virtual Reality Application for Forensic Mental Health Care. Journal of Medical Internet Research 2019;21(8):e12972
    CrossRef
  28. Vandekerckhove P, de Mul M, Bramer WM, de Bont AA. Generative Participatory Design Methodology to Develop Electronic Health Interventions: Systematic Literature Review. Journal of Medical Internet Research 2020;22(4):e13780
    CrossRef
  29. Aredes NDA, Dias DMV, Fonseca LMM, Campbell SH, Martins JCA, Rodrigues MA. E-baby skin integrity: evidence-based technology innovation for teaching in neonatal nursing. Escola Anna Nery 2018;22(3)
    CrossRef
  30. Nour MM, Rouf AS, Allman-Farinelli M. Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake. Appetite 2018;120:547
    CrossRef
  31. Faric N, Yorke E, Varnes L, Newby K, Potts HW, Smith L, Hon A, Steptoe A, Fisher A. Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study. JMIR Serious Games 2019;7(2):e11960
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/jmir.4444):

  1. Martin-Niedecken AL, Mekler ED. Serious Games. 2018. Chapter 28:263
    CrossRef
  2. Poels K. The Palgrave Handbook of Methods for Media Policy Research. 2019. Chapter 37:641
    CrossRef
  3. Loos E, de la Hera T, Simons M, Gevers D. Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance. 2019. Chapter 5:56
    CrossRef