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
The Praise and Price of Pokémon GO -Exploring children’s and parents’ experiences playing Pokémon Go
Date Submitted: Sep 19, 2017
Open Peer Review Period: Sep 19, 2017 - Nov 14, 2017
Background: Physical activity has multiple health benefits, however, the majority of children around the world do not reach the recommended levels of daily physical activity. Research has shown that t...
Background: Physical activity has multiple health benefits, however, the majority of children around the world do not reach the recommended levels of daily physical activity. Research has shown that the game Pokémon GO has increased the amount of physical activity and that the game has the potential to reach populations that traditionally have low levels of physical activity. Therefore, there is a need to understand which game components that can promote initial and sustained physical activity. By using a qualitative research approach, it is possible to achieve rich descriptions and enhance a deep understanding of the components promoting physical activity among children in a game like Pokémon GO Objective: Explore children’s and parents’ experiences playing Pokémon GO. Methods: Eight families comprising 13 children (aged 7-12 years) and 9 parents were selected using purposeful sampling. Data collected using focus groups were analyzed using qualitative latent content analysis. Results: Three themes were revealed: Exciting and enjoyable exploration, dangers and disadvantages, and cooperation conquers competition. The first centers around present and possible future aspects of Pokémon GO that promote physical activity. The second focuses on unwanted aspects and specific threats to safety when playing the game. The third shows that cooperation and togetherness is highly valued by the participants and that competition is fun but less important. Conclusions: Components from Pokémon GO might enhance the efficacy of physical activity interventions. Cooperation and exploration are aspects of the game that preferable could be transferred into interventions aiming at promoting children’s physical activity.
Lessons learned from the use of a participatory design process to develop digital games addressing airway clearance therapy in children with cystic fibrosis
Date Submitted: Sep 14, 2017
Open Peer Review Period: Sep 16, 2017 - Nov 11, 2017
Worldwide, between 70,000 to 100,000 individuals are affected with cystic fibrosis. From early childhood, children affected do respiratory exercices to release the mucus stuck in their lungs. This ca...
Worldwide, between 70,000 to 100,000 individuals are affected with cystic fibrosis. From early childhood, children affected do respiratory exercices to release the mucus stuck in their lungs. This can require many hours daily. Games for health and connected sensors that transform the breath into a signal offer promising avennues to make the treatment more fun. Since 2014, the collective Breathing Games has mobilized game designers, software developers, visual artists, sound composers, children affected and their parents, pulmonologists, and physiotherapists to collectively create prototypes of digital games about cystic fibrosis. These prototypes are released under copyfair licenses so that everyone can build upon them. We present the lessons learned from six game prototypes created through a participatory design process, emphasizing on their strengths and limits. We link this practical experience to a review of litterature about key elements to be included in the design of games for health. The article may benefit researchers and professionals interested in games for health by providing a case study that emerged from the practice, and built a posteriori on scientific methods.
Views of indigenous young people about SPARX, a computerized e-mental health program
Date Submitted: Aug 16, 2017
Open Peer Review Period: Aug 17, 2017 - Oct 12, 2017
Background: Globally, depression is a major health issue. This is true for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological intervent...
Background: Globally, depression is a major health issue. This is true for indigenous adolescents, yet there is little research conducted about the efficacy and development of psychological interventions for these populations. In New Zealand there is little known about taitamariki (Māori adolescent) opinions regarding the development and effectiveness of psychological interventions, let alone computerized cognitive behavioural therapy. SPARX is a computerized intervention developed in New Zealand to treat mild to moderate depression in young people. It was designed to appeal to all young people in New Zealand, and incorporates a number of images and concepts that are specifically Māori. Objective: To conduct an exploratory qualitative study of Māori adolescents’ opinions about the SPARX program. This is a follow-up to an earlier study where taitamariki opinions’ were gathered to inform the design of a computerized cognitive behaviour therapy (cCBT) program. Methods: Taitamariki were interviewed using a semi-structured interview once they had completed work the SPARX resource. Six participants agreed to complete the interview; these interviews ranged from 10 to 30 minutes. Results: Taitamariki participating in the interviews found SPARX to be helpful. The Māori designs were appropriate and useful, and the ability to customize the SPARX characters with Māori designs was beneficial and appeared to enhance cultural identity. These helped young people to feel engaged with SPARX which, in turn, assisted with the acquisition of relaxation and cognitive restructuring skills. Overall using SPARX led to improved mood and increased tlevels of hope for the participants. In some instances, SPARX was used by wider whānau (Māori word for family) members with reported good effect. Conclusions: Overall, this small group of taitamariki reported that cultural designs made it easier for them to engage with SPARX, which, in turn, led to an improvement in their mood and gave them hope. Further research is needed about how SPARX could be best used to support the families of taitamariki. Clinical Trial: Ethics approval was granted by the Northern Regional Y committee (NTY/09/01/003) of the New Zealand Ministry of Health.