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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784
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
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...
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...
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...
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...
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...
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...
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...
Marika Demers,Karen Fung,Sandeep K Subramanian et al. Marika Demers et al.
Background: Increasing evidence supports the use of virtual reality systems to improve upper limb motor functions in individuals with cerebral palsy. While virtual reality offers the possibility to include key components ...
Ali Khaleghi,Zahra Aghaei,Mohammad Amin Mahdavi Ali Khaleghi
Background: Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead to participant boredom and disengagement. In this situation, participants do...
Daniel S Epstein,Adam Zemski,Joanne Enticott et al. Daniel S Epstein et al.
Background: Games, when used as interventional tools, can influence behavior change by incentivizing, reinforcing, educating, providing feedback loops, prompting, persuading, or providing meaning, fun, and community. Howe...