Application of Eye Tracking in Puzzle Games for Adjunct Cognitive Markers: Pilot Observational Study in Older Adults [0.03%]
老年人认知辅助标志物在益智游戏中的眼动应用:观察性试点研究
Christine Krebs,Michael Falkner,Joel Niklaus et al.
Christine Krebs et al.
Background: Recent studies suggest that computerized puzzle games are enjoyable, easy to play, and engage attentional, visuospatial, and executive functions. They may help mediate impairments seen in cognitive decline in ...
How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study [0.03%]
游戏化体验对台湾民众关于新冠肺炎的知识、态度和行为的影响:横断面研究
Li-Hsun Peng,Ming-Han Bai
Li-Hsun Peng
Background: In 2019, with the COVID-19 pandemic sweeping across the globe, public health systems worldwide faced severe challenges. Amid the pandemic, one simulation game, Plague Inc., has received substantial attention. ...
Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity [0.03%]
过度体重参与者的抑制控制障碍在游戏化停止信号任务中的保留:有效性的实验研究
Philipp Alexander Schroeder,Johannes Lohmann,Manuel Ninaus
Philipp Alexander Schroeder
Background: Gamification in mental health could increase training adherence, motivation, and transfer effects, but the external validity of gamified tasks is unclear. This study documents that gamified task variants can s...
Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study [0.03%]
基于评分机制的儿科急诊医学后勤游戏体验和学习效果:发展与可行性研究
Cevin Zhang,Jannicke Baalsrud Hauge,Karin Pukk Härenstam et al.
Cevin Zhang et al.
Background: Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learn...
Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study [0.03%]
针对长期照护机构中老年人的体感游戏平台的设计、开发及易用性研究
Charlene H Chu,Renée K Biss,Lara Cooper et al.
Charlene H Chu et al.
Background: Older adults (OAs) residing in long-term care (LTC) homes are often unable to engage in adequate amounts of physical activity because of multiple comorbidities, including frailty and severe cognitive impairmen...
Correction: Using Serious Games for Antismoking Health Campaigns: Experimental Study [0.03%]
订正:反吸烟健康运动中严肃游戏的应用实验研究
Jihyun Kim,Hayeon Song,Kelly Merrill Jr et al.
Jihyun Kim et al.
[This corrects the article DOI: 10.2196/18528.]. ©Jihyun Kim, Hayeon Song, Kelly Merrill Jr, Younbo Jung, Remi Junghuem Kwon. Originally published in JM...
Published Erratum
JMIR serious games. 2021 Mar 8;9(1):e28180. DOI:10.2196/28180 2021
The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey [0.03%]
健康游戏提示对自我效能感的影响:在线实验调查
Priscilla Haring
Priscilla Haring
Background: Games for health are increasingly used as (part of) health interventions and more effect research into games for health is being done. This online experiment questions expectancies of games for health by inves...
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data [0.03%]
关于视频游戏中的青少年问题赌博及战利品盒购买的横断面观察性研究使用基于人口队列的数据
Soichiro Ide,Miharu Nakanishi,Syudo Yamasaki et al.
Soichiro Ide et al.
Background: Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, t...
Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment [0.03%]
基于呼吸训练游戏应用的生理反应和用户体验研究:同一被试内的实验研究
Yanick Xavier Lukic,Chen-Hsuan Iris Shih,Alvaro Hernandez Reguera et al.
Yanick Xavier Lukic et al.
Background: Slow-paced breathing training (6 breaths per minute [BPM]) improves physiological and psychological well-being by inducing relaxation characterized by increased heart rate variability (HRV). However, classic b...
Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study [0.03%]
基于视频游戏的康复方法在上肢截肢者中的应用:病例对照研究
N A Hashim,N A Abd Razak,H Gholizadeh et al.
N A Hashim et al.
Background: Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand. It can be achieved ...