We are scheduled to perform a server upgrade on Thursday, November 30, 2017 between 4 and 6 PM Eastern Time.
Please refrain from submitting support requests related to server downtime during this window.
A multidisciplinary journal on gaming and gamification including simulation and immersive virtual reality 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 inofficial impact factor (2016) of 3.32 and will have an official impact factor 2017 (to be released by Clarivate Analytics mid-2018). JSG is a multidisciplinary journal devoted to computer/web/mobile/augmented and virtual reality 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 in Clarivate/Thomson Reuters Science Citation Index Expanded (SCIE).
Right click to copy or hit: ctrl+c (cmd+c on mac)
Background: Adequate delirium recognition and management is important in order to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical sta...
Background: Adequate delirium recognition and management is important in order to reduce the incidence and severity of delirium. To improve delirium recognition and management, training of medical staff and students is needed. Objective: In this study, we aimed to gain insight in whether the serious game Delirium Experience is suited as an educational intervention. Methods: We performed a three-arm randomized controlled trial. This study included 156 students in the third year of their Bachelor of Medical Sciences at the University Medical Centre Groningen. The Game Group of this study played Delirium Experience. The Control D Group watched a video with explanation on delirium and a patient experience of delirious episodes. The Control A Group watched a video on healthy ageing. To investigate students’ skills we used a video of a delirious patient for which students had to give care recommendations, and complete the Delirium Observations Screening Scale and Delirium Rating Scale R-98. Furthermore, students completed the Delirium Attitude Scale, the Learning Motivation and Engagement Questionnaire, and self-reported knowledge on delirium. Results: In total, 156 students participated in this study, 51 in the Game Group, 51in the Control D Group and 55 in the Control A Group. The Game Group scored higher (median (Inter Quartile Range (IQR)) 6(4-8)) on given recommendations and learning motivation and engagement compared to the Control D (1(1-4)) and A (0(0-3))Groups (P<.001). Furthermore, the Game Group (7(6-8)) scored higher on self-reported knowledge compared to the Control A Group (6(5-6)) (P<.001). We did not find differences between the groups regarding delirium screening (P=.07) and rating (P=.45) skills or attitude towards delirious patients (P=.55). Conclusions: The serious game Delirium Experience is suited as an educational intervention to teach delirium care to medical students and has added value on top of a lecture.
Background: Video and hobby gaming are immensely popular among adults, but associations between gaming and health have primarily been studied in children and adolescents. Furthermore, most research fo...
Background: Video and hobby gaming are immensely popular among adults, but associations between gaming and health have primarily been studied in children and adolescents. Furthermore, most research focuses on electronic gaming despite traditional hobby gaming becoming more prominent Objective: To determine whether the number of platforms played, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors Methods: We conducted a cross-sectional analysis using data obtained from 292 participants attending a large Midwestern gaming convention. Data were collected using a computer-based questionnaire that included questions on gaming behavior, demographics, physical activity (using the International Physical Activity Questionnaire), and health characteristics. Multivariable-adjusted linear and logistic regression were used to model health outcomes as a function of number of platforms played, platform preference, and weekday and weekend gaming time quartile. Results: After adjusting for covariates, a significant linear trend was seen for increasing odds of being obese and greater weekend sitting time by number of platforms played (P = 0.03 for both). Platform preference and weekend gaming time quartile showed significant associations with odds of meeting physical activity recommendations (P = 0.047 and P = 0.03 respectively). Greater odds of being obese were seen for those reporting that they sat most or all of the time while gaming (2.69 (1.14-6.31) and 2.71 (1.06-6.93) respectively). Conclusions: In adult gamers the number of platforms they play, which platforms they prefer to play on, and the amount of time spent gaming on the weekends could have important implications for their odds of being obese and meeting physical activity recommendations.