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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
Yanan Gao,Jinxi Zhang,Zhonghui He et al. Yanan Gao et al.
Background: Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recommended levels. Artificial intelligence (AI)-powered gamification interventions through mobile app hav...
Anne-Claire Louvel,Cécile Dopff,Gauthier Loron et al. Anne-Claire Louvel et al.
Background: Retention capacities are dependent on the learning context. The optimal interval between two learning sessions to maintain a learner's knowledge is often a subject of discussion, along with the methodology bei...
Liang Zhou,Haoyang Liu,Mengjie Fan et al. Liang Zhou et al.
Background: Proper donning and doffing of personal protection equipment (PPE) and hand hygiene in the correct spatial context of a health facility is important for the prevention and control of nosocomial infections. On-s...
Jascha Grübel,Julia Chatain,Claudio Schmid et al. Jascha Grübel et al.
Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through Augmented Reality (AR) in fields like medical educatio...
Jie Yao,Di Song,Tao Xiao et al. Jie Yao et al.
Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "...
Ziyue Luo,Sisi Deng,Ruihao Zhou et al. Ziyue Luo et al.
Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventi...
Danlin Shen,Jianping Jiao,Liqun Zhang et al. Danlin Shen et al.
Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in C...
Federica Pallavicini,Eleonora Orena,Lisa Arnoldi et al. Federica Pallavicini et al.
Background: Virtual reality (VR) is helpful for the management of stress and anxiety. However, current interventions have limitations related to location (ie, therapist's office or hospitals) and content (ie, virtual expe...
Raluca Ionela Maxim,Joan Arnedo-Moreno Raluca Ionela Maxim
Background: Digital serious games (DSGs), designed for purposes beyond entertainment and consumed via electronic devices, have garnered attention for their potential to enhance learning and promote behavior change. Their ...
Md Raihan Mia,Sheikh Iqbal Ahamed,Samuel Nemanich Md Raihan Mia
Background: Approximately 17% of children in the United States have been diagnosed with a developmental or neurological disorder that affects upper limb (UL) movements needed for completing activities of daily living. Gol...