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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733
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
Abdulrahman Abdulla El-Hilly,Sheeraz Syed Iqbal,Maroof Ahmed et al. Abdulrahman Abdulla El-Hilly et al.
Background: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, criti...
Fernando Winckler Simor,Manoela Rogofski Brum,Jaison Dairon Ebertz Schmidt et al. Fernando Winckler Simor et al.
Background: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Ther...
Janneke Caw Peijnenborgh,Petra Pm Hurks,Albert P Aldenkamp et al. Janneke Caw Peijnenborgh et al.
Background: A computer-based game, named Timo's Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged ch...
James S Thomas,Christopher R France,Megan E Applegate et al. James S Thomas et al.
Background: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. ...
Alaa AlMarshedi,Gary Wills,Ashok Ranchhod Alaa AlMarshedi
Background: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is pe...
Georges Elias Khalil,Ivan L Beale,Minxing Chen et al. Georges Elias Khalil et al.
Background: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious ...
Stefanie Wiloth,Nele Lemke,Christian Werner et al. Stefanie Wiloth et al.
Background: Exergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific...
Jim Lumsden,Elizabeth A Edwards,Natalia S Lawrence et al. Jim Lumsden et al.
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effe...
Tegan Blackburne,Alexandra Rodriguez,Stuart John Johnstone Tegan Blackburne
Background: Obesity is a growing global issue that is linked to cognitive and psychological deficits. Objective: This preliminary study...
Mariya Shiyko,Sean Hallinan,Magy Seif El-Nasr et al. Mariya Shiyko et al.
Background: Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in ...