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...
Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review [0.03%]
脑瘫个体虚拟现实干预中融入运动学习原理的系统评价
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 ...
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study [0.03%]
认知评估和认知训练的游戏化框架:定性研究
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...
Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework [0.03%]
桌面棋盘游戏元素及干预措施对健康行为改变的类化理论研究与游戏设计框架提案
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...