Can Social Communication Skills for Children Diagnosed With Autism Spectrum Disorder Rehearsed Inside the Video Game Environment of Minecraft Generalize to the Real World? [0.03%]
自闭症谱系障碍儿童的社交沟通技能能在《我的世界》游戏中练习并迁移到现实生活中吗?
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...
Construct Validity of a Serious Game for Laparoscopic Skills Training: Validation Study [0.03%]
模拟游戏用于腹腔镜技能培训的构念效度:验证性研究
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...
Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study [0.03%]
面向讲西班牙语的拉丁裔青少年减少高风险异性行为的视频游戏的研发及可行性测试:混合研究方法研究
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...
Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review [0.03%]
数字游戏化在增强疫苗知识和接种率方面的应用:系统综述
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. ...
Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review [0.03%]
纳入患者用药的严肃游戏系统文献综述
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. ...
Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study [0.03%]
针对蜘蛛恐惧症的游戏化和自动化虚拟现实暴露疗法体验:定性研究
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...
Correction: Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights [0.03%]
基于研究社区见解的以理论和证据为基础的健康类 serious games 开发理论的修正框架
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...
Published Erratum
JMIR serious games. 2020 Apr 28;8(2):e18515. DOI:10.2196/18515 2020
Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study [0.03%]
面向学习困难儿童的智能严肃游戏开发与评估:观察性研究
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...
Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster [0.03%]
通过视频游戏进行墨西哥儿童营养教育和促进健康饮食行为的设计与试点测试:FoodRateMaster游戏
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...
Using a Virtual Serious Game (Deusto-e-motion1.0) to Assess the Theory of Mind in Primary School Children: Observational Descriptive Study [0.03%]
使用虚拟严肃游戏(Deusto-emotion1.0)评估小学生的意向论心理学理论:观察性描述性研究
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. ...