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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
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...
Xi Chen,Lina Wu,Hui Feng et al. Xi Chen et al.
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...
Philippe Martin,Boris Chapoton,Aurélie Bourmaud et al. Philippe Martin et al.
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...
Xiangyi Cheng,Grover C Gilmore,Alan J Lerner et al. Xiangyi Cheng et al.
Background: Cognitive assessment using tangible objects can measure fine motor and hand-eye coordination skills along with other cognitive domains. Administering such tests is often expensive, labor-intensive, and error p...
Poe Sriwatanathamma,Veerawat Sirivesmas,Sone Simatrang et al. Poe Sriwatanathamma et al.
Background: There is serious concern over the annual increase in depressive symptoms among millennials in Bangkok, Thailand. Their daily routine revolves around the use of their smartphones for work and leisure. Although ...
HongQing Ji,Shanshan Wu,Junyeon Won et al. HongQing Ji et al.
Background: Despite growing evidence showing the effects of exercise and cognitive trainings on enhancing attention, little is known about the combined effects of exergame on attention in children with attention deficit/h...
Arka Ghosh,Jagriti Agnihotri,Sradha Bhalotia et al. Arka Ghosh et al.
Background: Depression is a debilitating mental health disorder, with a large treatment gap. Recent years have seen a surge in digital interventions to bridge this treatment gap. Most of these interventions are based on c...
Ana-Marta Gabaldón-Pérez,María Dolón-Poza,Martina Eckert et al. Ana-Marta Gabaldón-Pérez et al.
Background: Currently, many central auditory processing disorder screening tests are available for children, and serious games (SGs) are frequently used as a tool for the diagnosis of different neural deficits and disorde...