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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
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
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...
Anastasia Eleftheriou,Seth Bullock,Cynthia A Graham et al. Anastasia Eleftheriou et al.
Background: Sexually transmitted infections (STIs) are ongoing concerns. The best method for preventing the transmission of these infections is the correct and consistent use of condoms. Few studies have explored the use ...
Alvin Chesham,Patric Wyss,René Martin Müri et al. Alvin Chesham et al.
Background: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-pers...
Peter Rasche,Anna Schlomann,Alexander Mertens Peter Rasche
Background: Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been intr...
Tessa A Kouwenhoven-Pasmooij,Suzan Jw Robroek,Sui Wai Ling et al. Tessa A Kouwenhoven-Pasmooij et al.
Background: Addressing the obesity epidemic requires the development of effective interventions aimed at increasing physical activity (PA). eHealth interventions with the use of accelerometers and gaming elements, such as...
Alexander R Hale,Vicki Louise Young,Ann Grand et al. Alexander R Hale et al.
Background: e-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching re...
Annmarie A Lyles,Ashish Amresh,Jennifer Huberty et al. Annmarie A Lyles et al.
Background: One barrier to effectively treating weight issues among adolescents is that they tend to use social comparison instead of objective measures to evaluate their own health status. When adolescents correctly perc...