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Citing this Article

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Published on 07.05.13 in Vol 15, No 5 (2013): May

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

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

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. Antezana G, Venning A, Blake V, Smith D, Winsall M, Orlowski S, Bidargaddi N. An evaluation of behaviour change techniques in health and lifestyle mobile applications. Health Informatics Journal 2020;26(1):104
    CrossRef
  2. . This Month's Offerings: Why Are They Important?. Games for Health Journal 2013;2(6):315
    CrossRef
  3. Payne HE, Moxley VB, MacDonald E. Health Behavior Theory in Physical Activity Game Apps: A Content Analysis. JMIR Serious Games 2015;3(2):e4
    CrossRef
  4. Chaves FF, Carvalho TLAD, Paraíso EC, Pagano AS, Reis IA, Torres HC. Aplicativos para adolescentes com diabetes mellitus tipo 1: revisão integrativa da literatura. Acta Paulista de Enfermagem 2017;30(5):565
    CrossRef
  5. . Cultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards. Games for Health Journal 2015;4(1):12
    CrossRef
  6. Kim I, Lee H. Effects of a Progressive Walking Program on Physical Activity, Exercise Tolerance, Recovery, and Post-Operative Complications in Patients with a Lung Resection. Journal of Korean Academy of Nursing 2014;44(4):381
    CrossRef
  7. Rincker M, Misner S. The Jig Experiment: Development and Evaluation of a Cultural Dance Active Video Game for Promoting Youth Fitness. Computers in the Schools 2017;34(4):223
    CrossRef
  8. Baranowski MT, Bower PK, Krebs P, Lamoth CJ, Lyons EJ. Effective Feedback Procedures in Games for Health. Games for Health Journal 2013;2(6):320
    CrossRef
  9. Pham Q, Khatib Y, Stansfeld S, Fox S, Green T. Feasibility and Efficacy of an mHealth Game for Managing Anxiety: “Flowy” Randomized Controlled Pilot Trial and Design Evaluation. Games for Health Journal 2016;5(1):50
    CrossRef
  10. Howes SC, Charles DK, Marley J, Pedlow K, McDonough SM. Gaming for Health: Systematic Review and Meta-analysis of the Physical and Cognitive Effects of Active Computer Gaming in Older Adults. Physical Therapy 2017;97(12):1122
    CrossRef
  11. . Rehabilitation in multiple sclerosis: the role of tele-rehabilitation/gaming. Neurodegenerative Disease Management 2016;6(6s):17
    CrossRef
  12. Kim J, Timmerman CE. Effects of Supportive Feedback Messages on Exergame Experiences. Journal of Media Psychology 2018;30(1):29
    CrossRef
  13. Lyons EJ, Lewis ZH, Mayrsohn BG, Rowland JL. Behavior Change Techniques Implemented in Electronic Lifestyle Activity Monitors: A Systematic Content Analysis. Journal of Medical Internet Research 2014;16(8):e192
    CrossRef
  14. Straker LM, Fenner AA, Howie EK, Feltz DL, Gray CM, Lu AS, Mueller F, Simons M, Barnett LM. Efficient and Effective Change Principles in Active Videogames. Games for Health Journal 2015;4(1):43
    CrossRef
  15. 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
  16. Mohr DC, Schueller SM, Montague E, Burns MN, Rashidi P. The Behavioral Intervention Technology Model: An Integrated Conceptual and Technological Framework for eHealth and mHealth Interventions. Journal of Medical Internet Research 2014;16(6):e146
    CrossRef
  17. Alber JM, Watson AM, Barnett TE, Mercado R, Bernhardt JM. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games. Cyberpsychology, Behavior, and Social Networking 2015;18(7):417
    CrossRef
  18. Rhodes RE, Blanchard CM, Bredin SSD, Beauchamp MR, Maddison R, Warburton DER. Stationary cycling exergame use among inactive children in the family home: a randomized trial. Journal of Behavioral Medicine 2017;40(6):978
    CrossRef
  19. . Precision gaming for health: Computer games as digital medicine. Methods 2018;151:28
    CrossRef
  20. 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
  21. 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
  22. Moosa AM, Al-Maadeed N, Saleh M, Al-Maadeed SA, Aljaam JM. Designing a Mobile Serious Game for Raising Awareness of Diabetic Children. IEEE Access 2020;8:222876
    CrossRef
  23. Christopherson U, Wells SJ, Parker N, Lyons EJ, Swartz MD, Blozinski A, Basen-Engquist K, Peterson S, Swartz MC. Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review. Journal of Cancer Survivorship 2022;16(4):714
    CrossRef
  24. Sauchelli S, Brunstrom JM. Virtual reality exergaming improves affect during physical activity and reduces subsequent food consumption in inactive adults. Appetite 2022;175:106058
    CrossRef
  25. Swartz MC, Lewis ZH, Deer RR, Stahl AL, Swartz MD, Christopherson U, Basen-Engquist K, Wells SJ, Silva HC, Lyons EJ. Feasibility and Acceptability of an Active Video Game–Based Physical Activity Support Group (Pink Warrior) for Survivors of Breast Cancer: Randomized Controlled Pilot Trial. JMIR Cancer 2022;8(3):e36889
    CrossRef
  26. Reinhardt G, Timpel P, Schwarz PEH, Harst L. Long-Term Effects of a Video-Based Smartphone App (“VIDEA Bewegt”) to Increase the Physical Activity of German Adults: A Single-Armed Observational Follow-Up Study. Nutrients 2021;13(12):4215
    CrossRef
  27. Hayotte M, d’Arripe-Longueville F. Le recours aux technologies pour promouvoir l’activité physique dans la chirurgie bariatrique : analyse du contenu de deux technologies. Cahiers de Nutrition et de Diététique 2023;58(3):202
    CrossRef
  28. Hu X, Fan Z. Games to Control Gaming Behavior: An Observation Based on Teenager Families. Deviant Behavior 2024;45(2):267
    CrossRef
  29. Seims AL, Hall J, Bingham DD, Creaser A, Christoforou A, Barber S, Daly-Smith A, Lee KY. Interventions targeting children and young people’s physical activity behavior at home: A systematic review. PLOS ONE 2023;18(8):e0289831
    CrossRef

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

  1. . Environmental Psychology and Human Well-Being. 2018. :51
    CrossRef