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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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共收录本刊相关文章索引737
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
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 ...
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. ...
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...
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...
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...
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...
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...
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...
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...
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 ...