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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733
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
Imma Boada,Antonio Rodriguez Benitez,Santiago Thió-Henestrosa et al. Imma Boada et al.
Background: Choking is one of the causes of unintentional injury death. Gaining the knowledge of the first-aid procedure that has to be applied in case of choking can increase the chances of survival of persons with choki...
Daphne Michelet,Jessy Barre,Jennifer Truchot et al. Daphne Michelet et al.
Background: Debriefing is key in a simulation learning process. Objective: This study focuses on the impact of computer debriefing on l...
Rebecca White Hennessy,Deanna Rumble,Mike Christian et al. Rebecca White Hennessy et al.
Background: Chronic low back pain (cLBP) can interfere with daily activities, and individuals with elevated pain-related fear (also known as kinesiophobia or the fear of injury due to movement) can develop worse long-term...
Julie F Vermeir,Melanie J White,Daniel Johnson et al. Julie F Vermeir et al.
Background: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may incr...
Xin Tong,Diane Gromala,Seyedeh Pegah Kiaei Ziabari et al. Xin Tong et al.
Background: Many researchers have been evaluating how digital media may impact the emotional and perspective taking aspects of empathy in both clinical and nonclinical settings. Despite the growing interest in using virtu...
Nathan Moore,Soojeong Yoo,Philip Poronnik et al. Nathan Moore et al.
Background: Traditional methods of delivering Advanced Life Support (ALS) training and reaccreditation are resource-intensive and costly. Interactive simulations and gameplay using virtual reality (VR) technology can comp...
Luis Duarte Andrade Ferreira,Henrique Ferreira,Sofia Cavaco et al. Luis Duarte Andrade Ferreira et al.
Background: Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as...
Dieter Lerner,Stefan Mohr,Jonas Schild et al. Dieter Lerner et al.
Background: Virtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and lear...
Teresa Hagan Thomas,Varshini Sivakumar,Dmitriy Babichenko et al. Teresa Hagan Thomas et al.
Background: Serious games for health are increasingly being used to address health outcomes in patients with chronic illnesses. These studies vary in their study designs, patient populations, frameworks, outcome variables...
Kiki R Buijs-Spanjers,Harianne Hm Hegge,Fokie Cnossen et al. Kiki R Buijs-Spanjers et al.
Background: Although many studies have recently been published on the value of serious games for medical education, little attention has been given to the role of dark play (choosing unacceptable actions in games). ...