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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
Lorainne Tudor Car,Bhone Myint Kyaw,Andrew Teo et al. Lorainne Tudor Car et al.
Background: Extended reality, which encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR), is increasingly used in medical education. Studies assessing the effectiveness of these new educational...
Xiaofan Bu,Peter Hf Ng,Ying Tong et al. Xiaofan Bu et al.
Background: Stroke has the highest disability-adjusted life-years lost in any disease, and approximately one-third of the patients get aphasia. Computers and tablets are innovative and aid in intensive treatments in speec...
A E J Van Gaalen,J Schönrock-Adema,R J Renken et al. A E J Van Gaalen et al.
Background: Game-based learning appears to be a promising instructional method because of its engaging properties and positive effects on motivation and learning. There are numerous options to design game-based learning; ...
Jannie Nørlev,Christina Derosche,Katrine Sondrup et al. Jannie Nørlev et al.
Background: The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effect...
Caitlyn R Upton,Jessica A Nastasi,Bethany R Raiff Caitlyn R Upton
Background: Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games ...
Femke Vanden Bempt,Maria Economou,Ward Dehairs et al. Femke Vanden Bempt et al.
Background: Enjoyment plays a key role in the success and feasibility of serious gaming interventions. Unenjoyable games will not be played, and in the case of serious gaming, learning will not occur. Therefore, a so-call...
Serena Ricci,Andrea Calandrino,Giacomo Borgonovo et al. Serena Ricci et al.
The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the u...
Alexander T Peebles,Susanne van der Veen,Alexander Stamenkovic et al. Alexander T Peebles et al.
Background: Complex movement pathologies that are biopsychosocial in nature (eg, back pain) require a multidimensional approach for effective treatment. Virtual reality is a promising tool for rehabilitation, where therap...
Evelyne Wiskerke,Jan Kool,Roger Hilfiker et al. Evelyne Wiskerke et al.
Background: Virtual reality (VR) exergames have gained popularity in the rehabilitation of persons with neurological disorders as an add-on therapy to increase intensity of training. Intensity is strongly dependent on the...
Yi-Syuan Wu,Wei-Yun Wang,Ta-Chien Chan et al. Yi-Syuan Wu et al.
Background: The COVID-19 outbreak has not only changed the lifestyles of people globally but has also resulted in other challenges, such as the requirement of self-isolation and distance learning. Moreover, people are una...