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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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Panote Siriaraya,Valentijn Visch,Marilisa Boffo et al. Panote Siriaraya et al.
While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is...
Christian Matthias Pawassar,Victor Tiberius Christian Matthias Pawassar
Background: Research into the application of virtual reality technology in the health care sector has rapidly increased, resulting in a large body of research that is difficult to keep up with. ...
Xue Yang,Kei Man Wong,Rui She et al. Xue Yang et al.
Background: The common-sense model of illness suggests that mental representations of health threats may affect one's behavioral reactions to them and health status. Internet gaming disorder is a newly defined mental diso...
Amir Zaib Abbasi,Umair Rehman,Zahra Afaq et al. Amir Zaib Abbasi et al.
Background: Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement-rela...
Euisung Kim,Jieun Han,Hojin Choi et al. Euisung Kim et al.
Background: In neuropsychology, fully immersive virtual reality (VR) has been spotlighted as a promising tool. It is considered that VR not only overcomes the existing limitation of neuropsychological tests but is also ap...
Dominique Jaccard,Laurent Suppan,Félicia Bielser Dominique Jaccard
Background: Multidisciplinary collaboration is essential to the successful development of serious games, albeit difficult to achieve. In a previous study, the co.LAB serious game design framework was created to support co...
Chong Li,Xinyu Song,Shugeng Chen et al. Chong Li et al.
Background: A serious game-based cellphone augmented reality system (CARS) was developed for rehabilitation of stroke survivors, which is portable, convenient, and suitable for self-training. ...
Emma Claesdotter-Knutsson,Frida André,Anders Håkansson Emma Claesdotter-Knutsson
Background: Young people's daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions hav...
Wenge Xu,Hai-Ning Liang,Nilufar Baghaei et al. Wenge Xu et al.
Background: In recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergamin...