首页 文献索引 SCI期刊 AI助手
期刊目录筛选

期刊名:Jmir serious games

缩写:JMIR SERIOUS GAMES

ISSN:2291-9279

e-ISSN:2291-9279

IF/分区:4.1/Q1

文章目录 更多期刊信息

共收录本刊相关文章索引759
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
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). ...
Wenge Xu,Hai-Ning Liang,Qiuyu He et al. Wenge Xu et al.
Background: Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an incr...
Polona Caserman,Katrin Hoffmann,Philipp Müller et al. Polona Caserman et al.
Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double miss...
Brendan Joseph Concannon,Shaniff Esmail,Mary Roduta Roberts Brendan Joseph Concannon
Background: Immersive virtual reality (VR) with head-mounted display was used to determine if clinical interview simulation could reduce the anxiety levels of first-year occupational therapy (OT) students as they prepared...
Noor Syamilah Zakaria,M Iqbal Saripan,Neerushah Subarimaniam et al. Noor Syamilah Zakaria et al.
Background: Gamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines. ...