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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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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
Fernando Alvarez-Lopez,Marcelo Fabián Maina,Fernando Arango et al. Fernando Alvarez-Lopez et al.
Background: The high cost and low availability of virtual reality simulators in surgical specialty training programs in low- and middle-income countries make it necessary to develop and obtain sources of validity for new ...
Linda Greta Dui,Francesca Lunardini,Cristiano Termine et al. Linda Greta Dui et al.
Background: Difficulties in handwriting, such as dysgraphia, impact several aspects of a child's everyday life. Current methodologies for the detection of such difficulties in children have the following three main weakne...
Alayne Larissa Martins Pereira,Casandra Genoveva Rosales Martins Ponce Leon,Laiane Medeiros Ribeiro et al. Alayne Larissa Martins Pereira et al.
Background: Worldwide, patient safety has been a widely discussed topic and has currently become one of the greatest challenges for health institutions. This concern is heightened when referring to children. ...
Seo Jung Yun,Min-Gu Kang,Dongseok Yang et al. Seo Jung Yun et al.
Background: Cognitive training using virtual reality (VR) may result in motivational and playful training for patients with mild cognitive impairment and mild dementia. Fully immersive VR sets patients free from external ...
Chimezie O Amaefule,Stefan Lüdtke,Thomas Kirste et al. Chimezie O Amaefule et al.
Background: Orientation deficits are among the most devastating consequences of early dementia. Digital navigation devices could overcome these deficits if adaptable to the user's needs (ie, provide situation-aware, proac...
Natalie C Benda,Kathryn M Kellogg,Daniel J Hoffman et al. Natalie C Benda et al.
Background: The use of new technology like virtual reality, e-learning, and serious gaming can offer novel, more accessible options that have been demonstrated to improve learning outcomes. ...
Chang-Seop Kim,Myeongul Jung,So-Yeon Kim et al. Chang-Seop Kim et al.
Background: The sense of embodiment (SoE) is the feeling of one's own body, and research on the SoE extends from the rubber hand illusion to the full-body ownership illusion with a virtual avatar. ...
Ismael Edrein Espinosa-Curiel,Edgar Efrén Pozas-Bogarin,Juan Martínez-Miranda et al. Ismael Edrein Espinosa-Curiel et al.
Background: The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children's experiences through playing. Previous...
Cristina Célia De Almeida Pereira Santana,Ana Tereza Vaz De Souza Freitas,Gilson Oliveira Barreto et al. Cristina Célia De Almeida Pereira Santana et al.
Background: Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. ...
Maximilian Achim Friehs,Martin Dechant,Sarah Vedress et al. Maximilian Achim Friehs et al.
Background: A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as...