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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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Luca Altomari,Natalia Altomari,Gianpaolo Iazzolino Luca Altomari
Background: The advent of new technologies has had a profound impact on the labor market, transforming the way we work and interact with each other. With the rise of digital tools and platforms, gamification has emerged a...
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Background: Neurological rehabilitation is technologically evolving rapidly, resulting in new treatments for patients. Stroke, one of the most prevalent conditions in neurorehabilitation, has been a particular focus in re...
Liu Kai,Wee Hoe Tan,Erni Marlina Saari Liu Kai
Background: As the gaming industry grows around the world, playing pervasive games is becoming an important mode of entertainment. A pervasive game is one in which the game experience extends into the actual world or wher...
Marta Arévalo-Baeza,Alejandro Viuda-Serrano,Carmen Juan-Llamas et al. Marta Arévalo-Baeza et al.
Background: After the COVID-19 pandemic, society has become more aware of the importance of some basic hygienic habits to avoid exposure to pathogens transmitted via hands. Given that a high frequency of touching mucous m...
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Background: Conventional exercises (CEs) can provide health benefits for older adults, but the long-term exercise adherence rate is low. As an emerging, stimulating, and self-motivating strategy, exergames (EGs) are defin...
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Background: Young people use digital technology on a daily basis and enjoy web-based games that promote social interactions among peers. These interactions in web-based communities can develop social knowledge and life sk...
Linda Ossenbrink,Tina Haase,Patrick Timpel et al. Linda Ossenbrink et al.
Background: Games and game components have become a major trend in the realm of digital health research and practice as they are assumed to foster behavior change and thereby improve patient-reported and clinical outcomes...