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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
Matthieu Gallou-Guyot,Anaick Perrochon,Romain Marie et al. Matthieu Gallou-Guyot et al.
Background: The physical and cognitive loads borne during exergaming may differ from more conventional cognitive-motor dual-task trainings. Objective: ...
Nikita B Rajani,Luz Bustamante,Dominik Weth et al. Nikita B Rajani et al.
Background: Gamification in smoking cessation apps has been found to improve cognitive outcomes associated with higher odds of quitting. Although some research has shown that gamification can also positively impact behavi...
Vincent Paquin,Manuela Ferrari,Harmehr Sekhon et al. Vincent Paquin et al.
The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range o...
Max Ulbrich,Vincent Van den Bosch,Andrea Bönsch et al. Max Ulbrich et al.
Background: As an integral part of computer-assisted surgery, virtual surgical planning (VSP) leads to significantly better surgery results, such as for oral and maxillofacial reconstruction with microvascular grafts of t...
Jessica Bond,Alexandra Kenny,Vanessa Pinfold et al. Jessica Bond et al.
Background: Automated virtual reality (VR) therapy has the potential to substantially increase access to evidence-based psychological treatments. The results of a multicenter randomized controlled trial showed that gameCh...
Yifan Li,Ying Tang,Shucai Huang et al. Yifan Li et al.
Background: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have f...
Shan Jin,Zijian Tan,Taoran Liu et al. Shan Jin et al.
Background: Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed....
Martina Eckert,Beatriz Domingo Soria,Noelia Terroso Gil Martina Eckert
Background: We developed the Blexer system consisting of a database and a web interface for therapists that can host different types of adaptive and personally configurable virtual reality exergames based on Kinect (Micro...
Tjaša Kermavnar,Valentijn T Visch,Pieter M A Desmet Tjaša Kermavnar
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people's subjective well-being. Complementing more conventional approaches to knowledge dis...
Yanhe Li,Yanchen Li,Xiu Zhou et al. Yanhe Li et al.
Background: Successful cause-related marketing (CRM) campaigns can help companies stand out from their competitors; however, CRM may not have pleasant outcomes, even if it receives substantial investment. ...