A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation [0.03%]
两人 serious game 中人际交互简明度量表的问卷验证研究
Maja Gorsic,Joshua D Clapp,Ali Darzi et al.
Maja Gorsic et al.
Background: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not su...
Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study [0.03%]
社交互动机制在普及游戏中对老年人身体活动水平的影响:准实验研究
Luciano Henrique De Oliveira Santos,Kazuya Okamoto,Silvana Schwerz Funghetto et al.
Luciano Henrique De Oliveira Santos et al.
Background: The novel genre of pervasive games, which aim to create more fun and engaging experiences by promoting deeper immersion, could be a powerful strategy to stimulate physical activity among older adults. To use t...
Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study [0.03%]
数字严肃游戏用户体验、玩法和学习诊断标志的概念框架研究
Jun Wen Tan,Nabil Zary
Jun Wen Tan
Background: Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is...
Figure Correction: Exploring Efficacy of a Serious Game (Tobbstop) for Smoking Cessation During Pregnancy: Randomized Controlled Trial [0.03%]
图修正:在孕期使用托布停游戏进行戒烟的疗效研究:随机对照试验
Francesc X Marin-Gomez,Rocio Garcia-Moreno Marchán,Anabel Mayos-Fernandez et al.
Francesc X Marin-Gomez et al.
[This corrects the article DOI: 10.2196/12835.]. ©Francesc X Marin-Gomez, Rocio Garcia-Moreno Marchán, Anabel Mayos-Fernandez, Gemma Flores-Mateo, Esth...
Published Erratum
JMIR serious games. 2019 Jul 11;7(3):e14381. DOI:10.2196/14381 2019
Effects of the FIT Game on Physical Activity in Sixth Graders: A Pilot Reversal Design Intervention Study [0.03%]
FIT游戏对六年级学生身体活动的影响:一种初步的反转设计干预研究
Damon Joyner,Heidi Wengreen,Sheryl Aguilar et al.
Damon Joyner et al.
Background: The FIT Game is a low-cost intervention that increases fruit and vegetable consumption in elementary school children. For this study, the FIT Game was adapted into an intervention designed to increase children...
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study [0.03%]
青少年对体育活动、运动游戏和虚拟现实的感知:定性干预开发研究
Nuša Farič,Eleanor Yorke,Laura Varnes et al.
Nuša Farič et al.
Background: Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (aged 13 to ...
Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study [0.03%]
CliniPup儿童术前焦虑和疼痛减缓 serious游戏的开发:混合研究方法研究
Sarah Verschueren,June van Aalst,Anne-Marie Bangels et al.
Sarah Verschueren et al.
Background: An increasing number of children undergo ambulatory surgery each year, and a significant proportion experience substantial preoperative anxiety and postoperative pain. The management of perioperative anxiety a...
A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial [0.03%]
一种基于网络的严肃游戏(CliniPup)用于减少儿童术前焦虑和疼痛:初步随机对照试验
Connor Buffel,June van Aalst,Anne-Marie Bangels et al.
Connor Buffel et al.
Background: As pediatric ambulatory surgeries are rising and existing methods to reduce perioperative anxiety and pain are lacking in this population, a serious game for health (SGH), CliniPup, was developed to address th...
Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping [0.03%]
基于应激与应对评估理论的健康应用情感游戏策划:老龄化游戏设计的量化扩展
Najmeh Khalili-Mahani,Bob De Schutter
Najmeh Khalili-Mahani
User retention is the first challenge in introducing any information and communication technologies (ICT) for health applications, particularly for seniors who are increasingly targeted as beneficiaries of such technologies. Interaction wit...
A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design [0.03%]
徽章设计框架在游戏化学习环境中的应用:文献回顾与案例分析
Sungjin Park,Sangkyun Kim
Sungjin Park
Background: In the past, the educational badge was an extrinsic means of rewarding the motivation to learn. Based on continued research, however, the badge began to be recognized as a scale to measure the learner's knowle...