Prevalence, Sex Differences, and Predictors of Internet Gaming Disorder Among Impoverished Rural Adolescents: Cross-Sectional and Prospective Cohort Study [0.03%]
贫困地区青少年网络成瘾的患病率、性别差异及预测因素:横断面及前瞻性队列研究
Chenhan Wang,Yifan Li,Shuhong Lin et al.
Chenhan Wang et al.
Background: Internet gaming disorder (IGD) is prevalent globally and linked to significant negative outcomes. Impoverished rural adolescents face unique risks due to limited supervision and unequal digital resources, with...
Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study [0.03%]
面向轻度智力障碍患者的虚拟现实运动游戏玩耍独立性的实现研究:试点研究
Julia Ciążyńska,Janusz Maciaszek
Julia Ciążyńska
Background: Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can lead to low physical activity (PA) and a higher risk of obesity. While virtual reality (VR) exerga...
In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth Gaming Experience Scales [0.03%]
基于结构方程模型的青少年游戏体验量表跨亚群体验证及横断面研究:游戏中需求满足、受挫感与游戏成瘾模式之间的关系
Amparo Luján-Barrera,Lydia Cervera-Ortiz,Mariano Chóliz
Amparo Luján-Barrera
Background: Gaming is a prevalent activity during adolescence, a developmental stage characterized by vulnerability to gaming disorder (GD). According to the self-determination theory, gaming environments can satisfy and ...
Enhancing Equity in Schoolchildren's Basic Life Support Education in Brazil Through Serious Games: Cohort Study [0.03%]
通过严肃游戏在巴西增强学龄儿童基础生命支持教育的公平性:队列研究
Uri Adrian Prync Flato,Adriana Flato,Isabella Bispo Diaz T Martins et al.
Uri Adrian Prync Flato et al.
Background: Out-of-hospital cardiac arrests (OHCAs) predominantly occur in residential settings, often witnessed by children who could act as first responders. The World Health Organization (WHO) supports the Kids Save Li...
Correction: Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial [0.03%]
纠正:家庭基于虚拟现实训练对压力和焦虑管理支持的影响和可接受性随机试点试验的影响和可接受性随机试点试验
Federica Pallavicini,Eleonora Orena,Lisa Arnoldi et al.
Federica Pallavicini et al.
[This corrects the article DOI: 10.2196/50326.]. ©Federica Pallavicini, Eleonora Orena, Lisa Arnoldi, Federica Achille, Stefano Stefanini, Maddalena Cas...
Published Erratum
JMIR serious games. 2025 Nov 10:13:e77791. DOI:10.2196/77791 2025
A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults' Health: Design and Validation Study [0.03%]
针对老年人健康问题的本科教育严肃游戏(健康单元)的设计与验证研究
Yuri Gustavo de Sousa Barbalho,Calliandra Maria de Souza Silva,Carla Sílvia Neves da Nora Fernandes et al.
Yuri Gustavo de Sousa Barbalho et al.
Background: Population aging underlines the critical need to improve health professional training to adequately care for adults aged >60 years. Developing educational resources to support academics and professionals prese...
A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial [0.03%]
一种新型游戏化锻炼程序的实践:将践踏训练运用于提升社区内老年人功能性健身、身体活动水平和生活质量:随机平行探索性试验
Siao-Fen Huang,Ching-Wen Fan,Diana Khasna Nisrina et al.
Siao-Fen Huang et al.
Background: With the growing prevalence of aging populations, improving the health and quality of life of older adults has become a critical concern globally. In this context, sports technology presents promising applicat...
Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings [0.03%]
探索体育康复的混合现实运动游戏:设计见解和评估结果
Michelle C Haas,Larissa Wild,Leander Schneeberger et al.
Michelle C Haas et al.
Background: Exergaming, involving physically active play, provides a means for motivating and functional training. It may also offer an innovative solution for rehabilitation after sports injuries such as anterior cruciat...
Age Differences in Flow Experience During Body Movement-Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study [0.03%]
不同年龄层在身体运动控制视频游戏康复任务中体验沉浸感的差异:横断面研究
Shiyi Tong,Lixuan Li,Yuankun Zhang et al.
Shiyi Tong et al.
Background: Body movement-controlled video games (BMCVGs) are increasingly adopted in rehabilitation because they combine physical training with interactive engagement. Flow experience, a critical factor for enhancing use...
Effectiveness of a Gamified Mobile App in Enhancing Treatment Adherence for Children With Amblyopia: Explorative Study [0.03%]
探究游戏化手机应用提高弱视儿童治疗依从性的效果:探索性研究
Bo Liu,Yisheng Fan,Meng Xu et al.
Bo Liu et al.
Background: Amblyopia is the leading cause of visual impairment in children worldwide. The predominant clinical treatment, occlusion therapy, is marred by poor adherence, often attributed to the physical discomfort and so...