Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach [0.03%]
针对中老年人群改善游戏体验的移动游戏设计指南:以用户为中心的设计方法
Seyeon Lee,Hyunyoung Oh,Chung-Kon Shi et al.
Seyeon Lee et al.
Background: The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However,...
Correction: Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies [0.03%]
用户中心的运动视频游戏的设计与评估多发性硬化症患者的使用及可行性研究纠正意见
Alexandra Schättin,Stephan Häfliger,Alain Meyer et al.
Alexandra Schättin et al.
[This corrects the article DOI: 10.2196/22826.]. ©Alexandra Schättin, Stephan Häfliger, Alain Meyer, Barbara Früh, Sonja Böckler, Yannic Hungerbühl...
Published Erratum
JMIR serious games. 2021 May 13;9(2):e30326. DOI:10.2196/30326 2021
A Virtual Reality-Based App to Educate Health Care Professionals and Medical Students About Inflammatory Arthritis: Feasibility Study [0.03%]
基于虚拟现实的应用程序让卫生专业人员和医学生了解炎性关节病:可行性研究
Philipp Klemm,Arnd Kleyer,Koray Tascilar et al.
Philipp Klemm et al.
Background: Inflammatory arthritides (IA) such as rheumatoid arthritis or psoriatic arthritis are disorders that can be difficult to comprehend for health professionals and students in terms of the heterogeneity of clinic...
Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies [0.03%]
以用户为中心的多发性硬化症患者锻炼游戏的设计与评估:多层次易用性和可行性研究
Alexandra Schättin,Stephan Häfliger,Alain Meyer et al.
Alexandra Schättin et al.
Background: Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A pro...
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study [0.03%]
香港因COVID-19停课期间儿童和青少年的休闲及问题赌博行为:量化横断面调查研究
Shimin Zhu,Yanqiong Zhuang,Paul Lee et al.
Shimin Zhu et al.
Background: School closures during the COVID-19 pandemic may have exacerbated students' loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public con...
Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study [0.03%]
游戏 facilitator 当前的职能及其在高等教育中的潜在优化:多方法研究
Jannicke Baalsrud Hauge,Heinrich Söbke,Thomas Bröker et al.
Jannicke Baalsrud Hauge et al.
Background: Serious games can be a powerful learning tool in higher education. However, the literature indicates that the learning outcome in a serious game depends on the facilitators' competencies. Although professional...
Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps [0.03%]
游戏化对吸烟者戒烟自我效能感和动机的影响:两种游戏化戒烟移动应用程序的观察性研究
Nikita B Rajani,Nikolaos Mastellos,Filippos T Filippidis
Nikita B Rajani
Background: The proportion of smokers making quit attempts and the proportion of smokers successfully quitting have been decreasing over the past few years. Previous studies have shown that smokers with high self-efficacy...
Correction: Virtual Reality App for Treating Eating Behavior in Eating Disorders: Development and Usability Study [0.03%]
纠正:用于治疗饮食障碍中的进食行为的虚拟现实应用程序的研发和易用性研究
Billy Sundström Langlet,Dorothy Odegi,Modjtaba Zandian et al.
Billy Sundström Langlet et al.
[This corrects the article DOI: 10.2196/24998.]. ©Billy Sundström Langlet, Dorothy Odegi, Modjtaba Zandian, Jenny Nolstam, Per Södersten, Cecilia Berg...
Published Erratum
JMIR serious games. 2021 Apr 20;9(2):e29686. DOI:10.2196/29686 2021
Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study [0.03%]
增强游戏化教育环境中学习和动机的排行榜设计原则:开发研究
Sungjin Park,Sangkyun Kim
Sungjin Park
Background: Gamification in education enhances learners' motivation, problem-solving abilities, decision-making abilities, and social skills such as communication. Numerous ongoing studies are examining the application of...
Virtual Reality App for Treating Eating Behavior in Eating Disorders: Development and Usability Study [0.03%]
用于治疗饮食障碍中的进食行为的虚拟现实应用程序的开发和易用性研究
Billy Sundström Langlet,Dorothy Odegi,Modjtaba Zandian et al.
Billy Sundström Langlet et al.
Background: Anorexia nervosa is one of the more severe eating disorders, which is characterized by reduced food intake, leading to emaciation and psychological maladjustment. Treatment outcomes are often discouraging, wit...