Published on in Vol 20, No 7 (2018): July

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/9923, first published .
Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Journals

  1. White B, Giglia R, White J, Dhaliwal S, Burns S, Scott J. Gamifying Breastfeeding for Fathers: Process Evaluation of the Milk Man Mobile App. JMIR Pediatrics and Parenting 2019;2(1):e12157 View
  2. 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 View
  3. van Dooren M, Visch V, Spijkerman R, Goossens R, Hendriks V. Mental Health Therapy Protocols and eHealth Design: Focus Group Study. JMIR Formative Research 2020;4(5):e15568 View
  4. Kelders S, Kip H, Greeff J. Psychometric Evaluation of the TWente Engagement with Ehealth Technologies Scale (TWEETS): Evaluation Study. Journal of Medical Internet Research 2020;22(10):e17757 View
  5. Day J, Freiberg K, Hayes A, Homel R. Towards Scalable, Integrative Assessment of Children’s Self-Regulatory Capabilities: New Applications of Digital Technology. Clinical Child and Family Psychology Review 2019;22(1):90 View
  6. Litvin S, Saunders R, Maier M, Lüttke S, Matsuoka Y. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial. PLOS ONE 2020;15(9):e0237220 View
  7. Zakaria Z, Binti Rosli D. ADAPTION OF THE GAMIFICATION HEXAD PLAYER TYPES AND COGNITIVE AWARENESS IN AN ENGINEERING STUDENT. Humanities & Social Sciences Reviews 2019;7(5):626 View
  8. Vugts M, Zedlitz A, Joosen M, Vrijhoef H. 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 View
  9. Seppen B, Wiegel J, L'ami M, Duarte dos Santos Rico S, Catarinella F, Turkstra F, Boers M, Bos W. Feasibility of Self-Monitoring Rheumatoid Arthritis With a Smartphone App: Results of Two Mixed-Methods Pilot Studies. JMIR Formative Research 2020;4(9):e20165 View
  10. Kelders S, van Zyl L, Ludden G. The Concept and Components of Engagement in Different Domains Applied to eHealth: A Systematic Scoping Review. Frontiers in Psychology 2020;11 View
  11. Wu A, Scult M, Barnes E, Betancourt J, Falk A, Gunning F. Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement. npj Digital Medicine 2021;4(1) View
  12. Bressler D, Shane Tutwiler M, Bodzin A. Promoting student flow and interest in a science learning game: a design-based research study of School Scene Investigators. Educational Technology Research and Development 2021 View

Books/Policy Documents

  1. Ofosu-Ampong K, Anning-Dorson T. Handbook of Research on Managing Information Systems in Developing Economies. View
  2. Kavanagh D. The Handbook of Behavior Change. View
  3. Kelders S. Positive Psychological Intervention Design and Protocols for Multi-Cultural Contexts. View
  4. De Croon R, Geuens J, Verbert K, Vanden Abeele V. HCI in Games: Experience Design and Game Mechanics. View