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STUDY |
Health
BEHAVIOR CHANGE
Feasibility and Efficacy of an mHealth Game for Managing Anxiety: "Flowy" Randomized Controlled Pilot Trial and Design Evaluation.
Pham (2016)
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TACTICS USED
Gamification
BEHAVIORS ADDRESSED
Mental Health & Self-Care
SIMILAR STUDIES
Health
|
Mental Health & Self-Care
Roepke (2015)
.
Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms.
Health
|
Prescribing Medications,Healthcare Delivery
Meeker (2014)
.
Nudging Guideline-Concordant Antibiotic Prescribing
Health
|
Physical Activity
Kirwan (2012)
.
Using Smartphone Technology to Monitor Physical Activity in the 10,000 Steps Program: A Matched Case-Control Trial
Health
|
Alcohol Use or Addiction
Barnett (2007)
.
Efficacy of counselor vs. computer-delivered intervention with mandated college students.
Health
|
Other
Lavallée (2017)
.
The effects of care bundles on patient outcomes: a systematic review and meta-analysis.
Health
|
Smoking Cessation
Lin et al. (2018)
.
Effective Behavioral Changes through a Digital mHealth App.