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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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Clinical Trial Case Reports Meta-Analysis RCT Review Systematic Review
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Yun Ling,Louis P Ter Meer,Zerrin Yumak et al. Yun Ling et al.
Background: Patients who receive rehabilitation after hip replacement surgery are shown to have increased muscle strength and better functional performance. However, traditional physiotherapy is often tedious and leads to...
Bernadette C Tobler-Ammann,Elif Surer,Ruud H Knols et al. Bernadette C Tobler-Ammann et al.
Background: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat...
Bernadette C Tobler-Ammann,Elif Surer,Eling D de Bruin et al. Bernadette C Tobler-Ammann et al.
Background: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improvi...
Belén Rubio Ballester,Jens Nirme,Irene Camacho et al. Belén Rubio Ballester et al.
Background: Most stroke survivors continue to experience motor impairments even after hospital discharge. Virtual reality-based techniques have shown potential for rehabilitative training of these motor impairments. Here ...
Chariklia Tziraki,Rakel Berenbaum,Daniel Gross et al. Chariklia Tziraki et al.
Background: The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious g...
Mohamad Idriss,Halim Tannous,Dan Istrate et al. Mohamad Idriss et al.
Background: The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serio...
Alexandra Hoffmann,Corinna A Christmann,Gabriele Bleser Alexandra Hoffmann
Background: In today's society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health ...
Julien Adjedj,Gregory Ducrocq,Claire Bouleti et al. Julien Adjedj et al.
Background: The gold standard for evaluating medical students' knowledge is by multiple choice question (MCQs) tests: an objective and effective means of restituting book-based knowledge. However, concerns have been raise...
Alaa AlMarshedi,Gary Wills,Ashok Ranchhod Alaa AlMarshedi
Background: Gamification is the use of game elements and techniques in nongaming contexts. The use of gamification in health care is receiving a great deal of attention in both academic research and the industry. However,...
Brynja Ingadottir,Katrin Blondal,David Thue et al. Brynja Ingadottir et al.
Background: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games h...