JMIR Serious Games
A multidisciplinary journal on gaming and gamification for health education/promotion, teaching and social change.
JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.
The journal also considers commentary and research in the fields of video games violence and video games addiction.
JMIR Serious Games is indexed in Pubmed, PubMed Central, and also in Thomson Reuters new Emerging Sources Citation Index (ESCI).
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Latest Submissions Open for Peer-Review:View All Open Peer Review Articles
Training Working Memory in Adolescents using Serious Game Elements
Date Submitted: Jul 6, 2017
Open Peer Review Period: Jul 6, 2017 - Aug 31, 2017
Background: Working memory capacity (WMC) has been found to be impaired in adolescents with various psychological problems, such as addictive behaviors. Training of WMC can lead to significant behavio...
Background: Working memory capacity (WMC) has been found to be impaired in adolescents with various psychological problems, such as addictive behaviors. Training of WMC can lead to significant behavioral improvements, but is usually long and tedious, taxing motivation. Objective: We evaluated whether adding game elements to the training could help improve adolescents’ motivation to train while improving cognition. Methods: Eighty-four high school students were allocated to a WMC-training, a gamified WMC-training or a placebo condition. WMC, motivation to train, and drinking habits were assessed before and after training. Results: Self-reported evaluations did not show a self-reported preference for the game, but participants in the gamified WMC-training condition did train significantly longer. The game successfully increased motivation to train, but this effect faded over time. WMC increased equally in all conditions, but did not lead to significantly lower drinking. Conclusions: We recommend that future studies attempt to prolong this motivational effect, as it appeared to fade over time.