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The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

Within the microtransactions, there is a special modality that in recent years has attracted the attention of researchers for its possible relation to random reward mechanisms: loot boxes (LBs), which are also called crates, cases, or chests.

Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena

JMIR Serious Games 2024;12:e57304

Effectiveness of Catch-Up Vaccination Interventions Versus Standard or Usual Care Procedures in Increasing Adherence to Recommended Vaccinations Among Different Age Groups: Systematic Review and Meta-Analysis of Randomized Controlled Trials and Before-After Studies

Effectiveness of Catch-Up Vaccination Interventions Versus Standard or Usual Care Procedures in Increasing Adherence to Recommended Vaccinations Among Different Age Groups: Systematic Review and Meta-Analysis of Randomized Controlled Trials and Before-After Studies

The intervention categories were delineated as follows: “remind” studies were divided into clinical, messaging, web, active calls, and object; “reward” studies; and “educational” studies. In cases where multiple types of vaccination interventions were combined and administered, they were classified under the category of “multicomponent” interventions.

Alessandra Fallucca, Walter Priano, Alessandro Carubia, Patrizia Ferro, Vincenzo Pisciotta, Alessandra Casuccio, Vincenzo Restivo

JMIR Public Health Surveill 2024;10:e52926

Predicting COVID-19 Vaccination Uptake Using a Small and Interpretable Set of Judgment and Demographic Variables: Cross-Sectional Cognitive Science Study

Predicting COVID-19 Vaccination Uptake Using a Small and Interpretable Set of Judgment and Demographic Variables: Cross-Sectional Cognitive Science Study

In psychology, preferences are associated with “wanting” and “liking” and are framed by judgments that precede decisions, which can be quantified through reinforcement reward or incentive reward tasks [12,16-21]. In economics, preferences are relations derived from consumer choice data (refer to the axioms of revealed preference [22]) and reflect choices or decisions based on judgments that place value on behavioral options.

Nicole L Vike, Sumra Bari, Leandros Stefanopoulos, Shamal Lalvani, Byoung Woo Kim, Nicos Maglaveras, Martin Block, Hans C Breiter, Aggelos K Katsaggelos

JMIR Public Health Surveill 2024;10:e47979

Designing and Validating a Novel Method for Assessing Delay Discounting Associated With Health Behaviors: Ecological Momentary Assessment Study

Designing and Validating a Novel Method for Assessing Delay Discounting Associated With Health Behaviors: Ecological Momentary Assessment Study

V represents the indifference point or a small immediate reward’s value, A represents the long-term reward value, k represents the delay discounting rate, and D represents the long-term reward’s delay (ie, long-term reward’s waiting time). Short-term reward preference corresponds to a greater delay discounting rate (ie, future rewards’ steeper devaluation by delay), whereas long-term reward preference corresponds to a shallower delay discounting rate.

Amanda Luken, Jill A Rabinowitz, Jonathan L Wells, David W Sosnowski, Justin C Strickland, Johannes Thrul, Gregory D Kirk, Brion S Maher

JMIR Form Res 2024;8:e48954

Examining the Effectiveness of Gamification in Mental Health Apps for Depression:  Systematic Review and Meta-analysis

Examining the Effectiveness of Gamification in Mental Health Apps for Depression: Systematic Review and Meta-analysis

People with depression frequently experience anhedonia, which may result in blunted sensitivity to reward [11-15]. Depressed individuals view rewards, like money or social encouragement, as less motivating than individuals without depressive symptoms [16-18]. Effective therapeutic approaches may benefit from improving this reward-processing deficit, potentially through the use of gamification elements.

Stephanie G Six, Kaileigh A Byrne, Thomas P Tibbett, Irene Pericot-Valverde

JMIR Ment Health 2021;8(11):e32199

Effects of Goal Type and Reinforcement Type on Self-Reported Domain-Specific Walking Among Inactive Adults: 2×2 Factorial Randomized Controlled Trial

Effects of Goal Type and Reinforcement Type on Self-Reported Domain-Specific Walking Among Inactive Adults: 2×2 Factorial Randomized Controlled Trial

Reward points=100! Balance is 400 points. Goal for 7/1 is 35 minutes.” Points were worth US $0.01, and participants in the immediate reinforcement group were sent e-gift cards each time they accumulated US $5.00, since this was the minimum denomination for most gift cards.

Mindy L McEntee, Alison Cantley, Emily Foreman, Vincent Berardi, Christine B. Phillips, Jane C. Hurley, Melbourne F. Hovell, Steven Hooker, Marc A. Adams

JMIR Form Res 2020;4(12):e19863

Use of the Healthy Lifestyle Coaching Chatbot App to Promote Stair-Climbing Habits Among Office Workers: Exploratory Randomized Controlled Trial

Use of the Healthy Lifestyle Coaching Chatbot App to Promote Stair-Climbing Habits Among Office Workers: Exploratory Randomized Controlled Trial

A habit formation model in which the habit is established by inducing repeated behaviors through cue-behavior-reward links in a consistent context has been suggested, and experiments are being conducted to support the effectiveness [3-5]. Habits require minimal deliberation or planning and can be enacted without conscious intention, and the key element for habit acquisition is context-specific repetition.

Meihua Piao, Hyeongju Ryu, Hyeongsuk Lee, Jeongeun Kim

JMIR Mhealth Uhealth 2020;8(5):e15085

Exploring the Factors Influencing Consumers to Voluntarily Reward Free Health Service Contributors in Online Health Communities: Empirical Study

Exploring the Factors Influencing Consumers to Voluntarily Reward Free Health Service Contributors in Online Health Communities: Empirical Study

However, given that the voluntary reward feature is new and consumers’ rewarding behaviors are emerging, we still have little knowledge on the following questions: What are the factors that motivate consumers to voluntarily reward free health service contributors in OHCs? How do those factors motivate consumers to voluntarily reward free health service contributors in OHCs? This study aimed to address the abovementioned questions.

Junjie Zhou, Fang Liu, Tingting Zhou

J Med Internet Res 2020;22(4):e16526