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 ...
Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers [0.03%]
基于游戏的上肢假肢训练康复感知:用户和研究者的调查观点
Christian Alexander Garske,Matthew Dyson,Sigrid Dupan et al.
Christian Alexander Garske et al.
Background: Serious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and ga...
Validation of a Portable Game Controller to Assess Peak Expiratory Flow Against Conventional Spirometry in Children: Cross-sectional Study [0.03%]
便携式游戏控制器评估峰值呼气流与儿童常规肺活量测定对照研究:横断面研究
Khadidja Chelabi,Fabio Balli,Myriam Bransi et al.
Khadidja Chelabi et al.
Background: International asthma guidelines recommend the monitoring of peak expiratory flow (PEF) as part of asthma self-management in children and adolescents who poorly perceive airflow obstruction, those with a histor...
A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers [0.03%]
用于改善老年人功能容量的保龄球运动游戏:与老年人共同设计、开发及测试独立游玩和与同龄人一起游玩的效果比较研究
Jorge Luiz Andrade Da Silva Júnior,Daiana Biduski,Ericles Andrei Bellei et al.
Jorge Luiz Andrade Da Silva Júnior et al.
Background: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does...