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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756
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
Lee Cadieux,Mickey Keenan Lee Cadieux
In this paper, we outline opportunities within the video game environment for building skills applicable to real-world issues faced by some children. The game Minecraft is extremely popular and of particular interest to children diagnosed w...
Wouter IJgosse,Harry van Goor,Camiel Rosman et al. Wouter IJgosse et al.
Background: Surgical residents underutilize opportunities for traditional laparoscopic simulation training. Serious gaming may increase residents' motivation to practice laparoscopic skills. However, little is known about...
Meredith J Pensak,Lisbet S Lundsberg,Nancy L Stanwood et al. Meredith J Pensak et al.
Background: Similar to broader health disparities, Latinx adolescents have higher rates of high-risk sexual behavior resulting in pregnancy rates that are 2 times higher and sexually transmitted infection rates that are 5...
Ilaria Montagni,Inass Mabchour,Christophe Tzourio Ilaria Montagni
Background: Vaccine hesitancy is a growing threat to population health, and effective interventions are needed to reduce its frequency. Digital gamification is a promising new approach to tackle this public health issue. ...
Olufunmilola Abraham,Sarah LeMay,Sarah Bittner et al. Olufunmilola Abraham et al.
Background: The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. ...
Philip Lindner,Alexander Rozental,Alice Jurell et al. Philip Lindner et al.
Background: Virtual reality exposure therapy is an efficacious treatment of anxiety disorders, and recent research suggests that such treatments can be automated, relying on gamification elements instead of a real-life th...
Sarah Verschueren,Connor Buffel,Geert Vander Stichele Sarah Verschueren
[This corrects the article DOI: 10.2196/11565.]. ©Sarah Verschueren, Connor Buffel, Geert Vander Stichele. Originally published in JMIR Serious Games (h...
Andrej Flogie,Boris Aberšek,Metka Kordigel Aberšek et al. Andrej Flogie et al.
Background: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games c...
Ismael Edrein Espinosa-Curiel,Edgar Efrén Pozas-Bogarin,Jorge Luis Lozano-Salas et al. Ismael Edrein Espinosa-Curiel et al.
Background: Childhood obesity has risen dramatically in recent decades, reaching epidemic levels. Children need guidance on and support for maintaining a healthy diet and physical activity to ensure that they grow appropr...
Esther Lázaro,Imanol Amayra,Juan Francisco López-Paz et al. Esther Lázaro et al.
Background: Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment. ...