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期刊名:Jmir serious games

缩写:JMIR SERIOUS GAMES

ISSN:2291-9279

e-ISSN:2291-9279

IF/分区:4.1/Q1

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共收录本刊相关文章索引826
Clinical Trial Case Reports Meta-Analysis RCT Review Systematic Review
Classical Article Case Reports Clinical Study Clinical Trial Clinical Trial Protocol Comment Comparative Study Editorial Guideline Letter Meta-Analysis Multicenter Study Observational Study Randomized Controlled Trial Review Systematic Review
Lauri Lukka,Veli-Matti Karhulahti,J Matias Palva Lauri Lukka
Background: Few game-based digital mental health interventions have been adopted in clinical practice, where mental health professionals (MHPs) play a critical role in the uptake of new technologies. Existing evidence sug...
Peng Zheng,Zi Tao,Tao Yao et al. Peng Zheng et al.
Background: Internet gaming disorder (IGD) is increasingly prevalent among adolescents. Although socially prescribed perfectionism (SPP) and resilience are both related to IGD, longitudinal evidence on their temporal rela...
Joseph Tf Lau,Yanqiu Yu Joseph Tf Lau
Background: Parental factors are known determinants of internet gaming disorder (IGD) among adolescents. However, the associations between gaming-specific parental factors (eg, parental gaming frequency and parental invit...
Capucine Hennequin,Lena Carcreff,Adélie Christiaens et al. Capucine Hennequin et al.
Background: For children with chronic conditions affecting physical health and who require long-term care, the use of a connected treadmill for gait training as part of a home program can be a way to promote motivation in...
Chang Hu,Xuan Meng,Xi Wang et al. Chang Hu et al.
Background: Problematic gaming and internet gaming disorder (IGD) symptoms are prevalent in adolescence, yet the longitudinal interplay between physical activity (PA), loneliness, and IGD symptoms, as well as potential se...
Abbas Salami,Tasos Papastylianou,Marvellous Adeoye et al. Abbas Salami et al.
Chronic health conditions impose substantial financial and operational burdens on the public health sector and insurance providers in the United Kingdom. While gamification demonstrates the potential for enhancing health behavior, a structu...
Gruyff Germain Abdul-Rahman,Freark de Lange,Andrej Zwitter et al. Gruyff Germain Abdul-Rahman et al.
Background: Serious games (SGs) are increasingly used to study and enhance team performance in organizational and educational settings. While prior research has explored leadership and communication as isolated factors, t...
S T Rooij de,D A Kuipers,J T Prins et al. S T Rooij de et al.
Background: Serious games are increasingly recognized as effective tools in adolescent mental health interventions, providing engaging platforms for emotional regulation, skill development, and behavioral change. However,...
Ruixue Liu,Beibei Lin,Yanhuan Zhai et al. Ruixue Liu et al.
Background: Virtual reality (VR) technology has been increasingly explored in stroke rehabilitation due to its immersive and interactive features. However, considerable heterogeneity exists in intervention designs, study ...
Xiaofeng Qiao,Shan Tian,Min Tang et al. Xiaofeng Qiao et al.
Background: With rapid urbanization, the proliferation of densely arranged buildings and increasingly homogeneous architectural designs has made disorientation and navigation difficulties more common, especially for older...