2022 Journal Article Ready Player Two: A randomized controlled pilot trial investigating the feasibility of using games to improve healthy lifestyle knowledge in youth (9-16 years) at risk for type two diabetesMaddison, Ralph, Baghaei, Nilufar, Calder, Amanda Jane, Murphy, Rinki, Parag, Varsha, Heke, Ihirangi, Dobson, Rosie and Marsh, Samantha (2022). Ready Player Two: A randomized controlled pilot trial investigating the feasibility of using games to improve healthy lifestyle knowledge in youth (9-16 years) at risk for type two diabetes. JMIR Formative Research, 6 (6) e33089, e33089. doi: 10.2196/33089 |
2022 Journal Article A systematic and comparative review of behavior change strategies in stress management apps: opportunities for improvementAlhasani, Mona, Mulchandani, Dinesh, Oyebode, Oladapo, Baghaei, Nilufar and Orji, Rita (2022). A systematic and comparative review of behavior change strategies in stress management apps: opportunities for improvement. Frontiers in Public Health, 10 777567, 1-19. doi: 10.3389/fpubh.2022.777567 |
2022 Journal Article Editorial: virtual reality and mental health: opportunities to advance research and practiceBaghaei, Nilufar, Liang, Hai-Ning, Billinghurst, Mark, Naslund, John and Oyekoya, Oyewole (2022). Editorial: virtual reality and mental health: opportunities to advance research and practice. Frontiers in Virtual Reality, 3 838036, 1-3. doi: 10.3389/frvir.2022.838036 |
2022 Journal Article PrefaceBaghaei, Nilufar, Vassileva, Julita, Ali, Raian and Oyibo, Kiemute (2022). Preface. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 13213 LNCS, v-vi. |
2021 Journal Article Persuasion via gamification: Supporting positive behaviour for learning (PB4L) school-wide pedagogyReddy, Lou, Baghaei, Nilufar, Reinders, Hayo, Ahmed, Ali and Sardareh, Sedigheh Abbasnasab (2021). Persuasion via gamification: Supporting positive behaviour for learning (PB4L) school-wide pedagogy. Set: Research Information for Teachers (2), 20-25. doi: 10.18296/set.0200 |
2021 Journal Article Contact tracing: ensuring privacy and securityLeeuwen, Daan Storm van, Ahmed, Ali, Watterson, Craig and Baghaei, Nilufar (2021). Contact tracing: ensuring privacy and security. Applied Sciences, 11 (21) 9977, 1-17. doi: 10.3390/app11219977 |
2021 Journal Article Effects of an immersive virtual reality exergame on university students’ anxiety, depression, and perceived stress: pilot feasibility and usability studyXu, Wenge, Liang, Hai-Ning, Baghaei, Nilufar, Ma, Xiaoyue, Yu, Kangyou, Meng, Xuanru and Wen, Shaoyue (2021). Effects of an immersive virtual reality exergame on university students’ anxiety, depression, and perceived stress: pilot feasibility and usability study. JMIR Serious Games, 9 (4) e29330, 1-9. doi: 10.2196/29330 |
2021 Journal Article Virtual reality for supporting the treatment of depression and anxiety: scoping reviewBaghaei, Nilufar, Chitale, Vibhav, Hlasnik, Andrej, Stemmet, Lehan, Liang, Hai-Ning and Porter, Richard (2021). Virtual reality for supporting the treatment of depression and anxiety: scoping review. JMIR Mental Health, 8 (9) e29681, 1-14. doi: 10.2196/29681 |
2021 Journal Article Games for Mental Health (Special Issue)Baghaei, Nilufar, Liang, Hai-Ning, Naslund, John and Porter, Richard (2021). Games for Mental Health (Special Issue). Games for Health Journal, 10 (4), 205-206. doi: 10.1089/g4h.2021.7021.cfp |
2020 Journal Article Studying the effect of display type and viewing perspective on user experience in virtual reality exergamesXu, Wenge, Liang, Hai-Ning, Zhang, Zeying and Baghaei, Nilufar (2020). Studying the effect of display type and viewing perspective on user experience in virtual reality exergames. Games for Health Journal, 9 (6), 405-414. doi: 10.1089/g4h.2019.0102 |
2020 Journal Article Health benefits of digital videogames for the aging population: a systematic reviewXu, Wenge, Liang, Hai-Ning, Baghaei, Nilufar, Wu Berberich, Bing and Yue, Yong (2020). Health benefits of digital videogames for the aging population: a systematic review. Games for Health Journal, 9 (6), 389-404. doi: 10.1089/g4h.2019.0130 |
2020 Journal Article Supporting disease prevention and lifestyle changes through gamingBaghaei, Nilufar, Fowler, Allan and Maddison, Ralph (2020). Supporting disease prevention and lifestyle changes through gaming. Games for Health Journal, 9 (6), 387-388. doi: 10.1089/g4h.2020.0161 |
2020 Journal Article Editorial: designing technologies for youth mental healthBaghaei, Nilufar, Naslund, John A., Hach, Sylvia and Liang, Hai-Ning (2020). Editorial: designing technologies for youth mental health. Frontiers in Public Health, 8 45. doi: 10.3389/fpubh.2020.00045 |
2019 Journal Article MoodJumper: an exploration of game interface preferences in users with/out mood disorderBaghaei, Nilufar, Hach, Sylvia, Liang, Hai-Ning and Brucker, Marvin (2019). MoodJumper: an exploration of game interface preferences in users with/out mood disorder. Frontiers in Public Health, 7 220. doi: 10.3389/fpubh.2019.00220 |
2019 Journal Article Engaging children with educational content via GamificationNand, Kalpana, Baghaei, Nilufar, Casey, John, Barmada, Bashar, Mehdipour, Farhad and Liang, Hai-Ning (2019). Engaging children with educational content via Gamification. Smart Learning Environments, 6 (1) 6, 1-15. doi: 10.1186/s40561-019-0085-2 |
2018 Journal Article A refinement of an iterative orthogonal projection methodJamil, Noreen, Mirza, Farhaan, Naeem, M. Asif and Baghaei, Nilufar (2018). A refinement of an iterative orthogonal projection method. Journal of Computational and Applied Mathematics, 341, 31-41. doi: 10.1016/j.cam.2018.02.025 |
2018 Journal Article Train-for-life (T4L): an interactive learning platform for logistics, safety and security professionalsBarmada, Bashar and Baghaei, Nilufar (2018). Train-for-life (T4L): an interactive learning platform for logistics, safety and security professionals. Smart Learning Environments, 5 (1) 21, 1-15. doi: 10.1186/s40561-018-0072-z |
2016 Journal Article Diabetic Mario: designing and evaluating mobile games for diabetes educationBaghaei, Nilufar, Nandigam, David, Casey, John, DIreito, Artur and Maddison, Ralph (2016). Diabetic Mario: designing and evaluating mobile games for diabetes education. Games for Health Journal, 5 (4), 270-278. doi: 10.1089/g4h.2015.0038 |
2011 Journal Article EditorialKimani, Stephen and Baghaei, Nilufar (2011). Editorial. International Journal of Medical Informatics, 80 (12), 813-814. doi: 10.1016/j.ijmedinf.2011.09.001 |
2011 Journal Article Engaging families in lifestyle changes through social networkingBaghaei, Nilufar, Kimani, Stephen, Freyne, Jill, Brindal, Emily, Berkovsky, Shlomo and Smith, Greg (2011). Engaging families in lifestyle changes through social networking. International Journal of Human-Computer Interaction, 27 (10), 971-990. doi: 10.1080/10447318.2011.555315 |