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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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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
Daniel Lima Sousa,Silmar Teixeira,José Everton Fontenele et al. Daniel Lima Sousa et al.
This research letter presents the co-design process for RG4Face, a mime therapy-based serious game that uses computer vision for human facial movement recognition and estimation to help health care professionals and patients in the facial r...
Janya Chuadthong,Raweewan Lekskulchai,Claire Hiller et al. Janya Chuadthong et al.
Background: Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on...
Daniel Tolks,Johannes Jeremy Schmidt,Sebastian Kuhn Daniel Tolks
Background: Artificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater advantage...
Julian Felipe Villada Castillo,Maria Fernanda Montoya Vega,John Edison Muñoz Cardona et al. Julian Felipe Villada Castillo et al.
Background: Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for indi...
Caroline W Espinola,Binh Nguyen,Andrei Torres et al. Caroline W Espinola et al.
Background: The COVID-19 pandemic has challenged the mental health of health care workers, increasing the rates of stress, moral distress (MD), and moral injury (MI). Virtual reality (VR) is a useful tool for studying MD ...
Ana Rojo,Arantxa Castrillo Calvillo,Cristina López et al. Ana Rojo et al.
Background: New interventions based on motor learning principles and neural plasticity have been tested among patients with ataxia and hemiparesis. Therapies of pedaling exercises have also shown their potential to induce...
Jinlong Wu,Zhuang Xu,Haowei Liu et al. Jinlong Wu et al.
[This corrects the article DOI: .]. ©Jinlong Wu, Zhuang Xu, Haowei Liu, Xiaoke Chen, Li Huang, Qiuqiong Shi, Linman Weng, Yemeng Ji, Hao Zeng, Li Peng. ...
Xiting Huang,Xinyue Xiang,Yang Liu et al. Xiting Huang et al.
Background: Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have ...
Silvia Gabrielli,Melanie Cristofolini,Marco Dianti et al. Silvia Gabrielli et al.
Background: Virtual reality (VR) adventure games can offer ideal technological solutions for training social skills in adolescents with autism spectrum disorder (ASD), leveraging their support for multisensory and multipl...
Zihan Wang,Ruting Gu,Jingyuan Wang et al. Zihan Wang et al.
Background: In the context of training specialist nurses and nursing education, a game-based mobile app was used as a simulation to teach intensive critical care specialist nurses the knowledge and skills of extracorporea...