RedMan-GreenMan: Co-Designed Pedestrian Safety Game Prototype for Children With Autism [0.03%]
红人绿人:自闭症儿童交通安全同设计游戏原型研究
Jason Carter Stanton,Nicole L Peel,Caroline J Mills et al.
Jason Carter Stanton et al.
This letter presents the conceptualization, design, and technical evaluation of the RedMan-GreenMan game co-designed with carers, aimed to help children with autism spectrum disorder (hereafter autism) acquire pedestrian safety skills. Whil...
Usability Study of Augmented Reality Visualization Modalities on Localization Accuracy in the Head and Neck: Randomized Crossover Trial [0.03%]
头颈定位准确性的增强现实可视化模式的可用性研究:随机交叉试验
Yao Li,Gijs Luijten,Christina Gsaxner et al.
Yao Li et al.
Background: Augmented reality head-mounted displays could overcome the spatial dissociation between medical imaging and the surgical field, which may be particularly important in anatomically dense regions, such as the he...
Gamified Versus Non-gamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial [0.03%]
女性乳房健康知识的元宇宙学习:游戏化与非游戏化元宇宙学习的随机对照试验
Rui Li,Sabzali Musa Kahn,Bingyu Duan et al.
Rui Li et al.
Background: The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and gamification together. Randomized evidence disentangling their separate effects on immediat...
Efficacy and Safety of a Video Game-Like Digital Therapy Intervention for Chinese Children With Attention-Deficit/Hyperactivity Disorder: Single-Arm, Open-Label Pre-Post Study [0.03%]
面向注意缺陷多动障碍儿童的类似视频游戏的数字疗法干预的有效性和安全性:单组、开放标签性前后对照研究
Mengyi Bao,Shang Feng,Jiaheng Wang et al.
Mengyi Bao et al.
Background: The digital therapy of attention-deficit/hyperactivity disorder (ADHD) based on a "self-adaptive multitasking training paradigm" has been developed to improve the cognitive functional impairments and attention...
Shadow-Induced Forgetting in a Game-Based Paradigm on Nonclinical Adults and Its Effects on Consciousness, Emotional Valence, and Temporal Dynamics: Crossover Study [0.03%]
基于游戏的隐性遗忘范式在非临床成人中的作用及其对意识、情感 valence 及时间动态的影响:交叉研究
Yoon Jin Cho,Ka Hyun Kim,Da Won Suh et al.
Yoon Jin Cho et al.
Background: Memory suppression transiently disrupts hippocampal activity, leading to suppression-induced forgetting, especially for negative stimuli. However, traditional paradigms such as Think/No-Think rely on explicit ...
Correction: A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study [0.03%]
校正:使用严肃游戏数据预测注意缺陷多动障碍儿童韦氏智力量表第五版处理速度指数的新型方法:机器学习研究
Jun-Su Kim,Yoo Joo Jeong,Seung-Jae Kim et al.
Jun-Su Kim et al.
Super Mario Bros. and Yoshi Games' Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study [0.03%]
《超级马里奥》和《ヨシイゲーム》在年轻成人中提供的童真体验及其降低损耗风险的 affordance:深入混合方法横断面研究
Winze Tam,Congcong Hou,Andreas Benedikt Eisingerich
Winze Tam
Background: Unrelenting pressure and an "always-on" culture can leave no time for genuine rest among young adults. While playing video games has been noted to afford cognitive escapism and relaxation, critical questions r...
Correction: Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study [0.03%]
纠正:居家老年人护理评估 serious game 的开发与验证研究
Erica Busca,Silvia Caristia,Sara Palmira Bidone et al.
Erica Busca et al.
[This corrects the article DOI: 10.2196/52644.]. ©Erica Busca, Silvia Caristia, Sara Palmira Bidone, Alessia Bolamperti, Sara Campagna, Arianna Cattaneo...
Published Erratum
JMIR serious games. 2025 Dec 17:13:e81884. DOI:10.2196/81884 2025
Serious Games Integrating Perceptual Learning and Stereopsis Training in Children With Amblyopia: Single-Arm Pre-Post Feasibility Study [0.03%]
针对弱视儿童感知学习和立体视觉训练的严肃游戏:单组前后可行性的研究
Yiwei Mo,Peng Chen,Manting Hou et al.
Yiwei Mo et al.
Background: Amblyopia, a leading cause of preventable childhood blindness, often remains inadequately addressed by traditional treatment methods such as refractive correction and occlusion therapy, which can be noninterac...
Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study [0.03%]
癌症患者长期使用游戏化呼吸训练应用程序Breeze及其对即时放松的影响:队列研究
Anja Yvonne Bischof,Tobias Budig,Sonja Schläpfer et al.
Anja Yvonne Bischof et al.
Background: People with cancer often experience stress. Digital health interventions can help individuals increase momentary relaxation. Breeze is a gamified breathing training that can be embedded into digital health int...