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Citing this Article

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Published on 11.11.14 in Vol 2, No 2 (2014): Jul-Dec

This paper is in the following e-collection/theme issue:

Works citing "How to Systematically Assess Serious Games Applied to Health Care"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3825):

(note that this is only a small subset of citations)

  1. Fernandes CS, Angelo M, Martins MM. Dar Voz aos Cuidadores: um jogo para o cuidador familiar de um doente dependente. Revista da Escola de Enfermagem da USP 2018;52
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  2. Maheu MM, Nicolucci V, Pulier ML, Wall KM, Frye TJ, Hudlicka E. The Interactive Mobile App Review Toolkit (IMART): a Clinical Practice-Oriented System. Journal of Technology in Behavioral Science 2016;1(1-4):3
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  3. Reid B, Spence A, McGee B, Monson B. Developing an interactive educational farm safety app for children in Northern Ireland. British Journal of School Nursing 2018;13(8):381
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  4. Füssl E, Jaunig J, Titze S. ROUTINE: The Development of a Physical Activity Promoting Journey Planner Web App. Social Sciences 2019;8(3):82
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  5. Masha'al D, Rababa M. Nursing students’ perceptions towards branching path simulation as an effective interactive learning method. Teaching and Learning in Nursing 2020;15(4):218
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  6. Wang R, DeMaria S, Goldberg A, Katz D. A Systematic Review of Serious Games in Training Health Care Professionals. Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 2016;11(1):41
    CrossRef
  7. Reynolds LM, Davies JP, Mann B, Tulloch S, Nidsjo A, Hodge P, Maiden N, Simpson A. StreetWise: developing a serious game to support forensic mental health service users' preparation for discharge: a feasibility study. Journal of Psychiatric and Mental Health Nursing 2017;24(4):185
    CrossRef
  8. Levac D, Nawrotek J, Deschenes E, Giguere T, Serafin J, Bilodeau M, Sveistrup H. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play. JMIR Serious Games 2016;4(1):e9
    CrossRef
  9. Castro-Sánchez E, Kyratsis Y, Iwami M, Rawson TM, Holmes AH. Serious electronic games as behavioural change interventions in healthcare-associated infections and infection prevention and control: a scoping review of the literature and future directions. Antimicrobial Resistance & Infection Control 2016;5(1)
    CrossRef
  10. Drummond D, Hadchouel A, Tesnière A. Serious games for health: three steps forwards. Advances in Simulation 2017;2(1)
    CrossRef
  11. Adjedj J, Ducrocq G, Bouleti C, Reinhart L, Fabbro E, Elbez Y, Fischer Q, Tesniere A, Feldman L, Varenne O. Medical Student Evaluation With a Serious Game Compared to Multiple Choice Questions Assessment. JMIR Serious Games 2017;5(2):e11
    CrossRef
  12. Vugts MAP, Joosen MCW, Mert A, Zedlitz A, Vrijhoef HJM. Serious gaming during multidisciplinary rehabilitation for patients with complex chronic pain or fatigue complaints: study protocol for a controlled trial and process evaluation. BMJ Open 2017;7(6):e016394
    CrossRef
  13. Iakimova G, Dimitrova S, Burté T. Peut-on faire une TCC sans thérapeute ? Composantes actives des TCC informatisées pour la dépression. L'Encéphale 2017;43(6):582
    CrossRef
  14. Motz P, Gray M, Sawyer T, Kett J, Danforth D, Maicher K, Umoren R. Virtual Antenatal Encounter and Standardized Simulation Assessment (VANESSA): Pilot Study. JMIR Serious Games 2018;6(2):e8
    CrossRef
  15. Vugts MA, Joosen MC, Mert A, Zedlitz AM, Vrijhoef HJ. Effectiveness of Serious Gaming During the Multidisciplinary Rehabilitation of Patients With Complex Chronic Pain or Fatigue: Natural Quasi-Experiment. Journal of Medical Internet Research 2018;20(8):e250
    CrossRef
  16. Pasquier P, Mérat S, Malgras B, Petit L, Queran X, Bay C, Boutonnet M, Jault P, Ausset S, Auroy Y, Perez JP, Tesnière A, Pons F, Mignon A. A Serious Game for Massive Training and Assessment of French Soldiers Involved in Forward Combat Casualty Care (3D-SC1): Development and Deployment. JMIR Serious Games 2016;4(1):e5
    CrossRef
  17. Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin LE, Green CS, Kato PM, Lu AS, Maloney AE, Mellecker R, Morrill BA, Peng W, Shegog R, Simons M, Staiano AE, Thompson D, Young K. Games for Health for Children—Current Status and Needed Research. Games for Health Journal 2016;5(1):1
    CrossRef
  18. Johnsen HM, Fossum M, Vivekananda-Schmidt P, Fruhling A, Slettebø . Developing a Serious Game for Nurse Education. Journal of Gerontological Nursing 2018;44(1):15
    CrossRef
  19. Hodge P, Davis J, Maiden N, Mann B, Nidsjo A, Simpson A, Reynolds L. StreetWise: A Valid Ecology for a Serious Game in a Secure Forensic Mental Health Setting. Procedia Computer Science 2015;63:252
    CrossRef
  20. . Serious games and blended learning; effects on performance and motivation in medical education. Perspectives on Medical Education 2016;6(1):58
    CrossRef
  21. Lehr D, Heber E, Sieland B, Hillert A, Funk B, Ebert DD. „Occupational eMental Health“ in der Lehrergesundheit. Prävention und Gesundheitsförderung 2016;11(3):182
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  22. Gaziel-Yablowitz M, Schwartz DG. A Review and Assessment Framework for Mobile-Based Emergency Intervention Apps. ACM Computing Surveys 2019;51(1):1
    CrossRef
  23. Meijer HA, Graafland M, Goslings JC, Schijven MP. Systematic Review on the Effects of Serious Games and Wearable Technology Used in Rehabilitation of Patients With Traumatic Bone and Soft Tissue Injuries. Archives of Physical Medicine and Rehabilitation 2018;99(9):1890
    CrossRef
  24. Bond SE, Crowther SP, Adhikari S, Chubaty AJ, Yu P, Borchard JP, Boutlis CS, Yeo WW, Miyakis S. Design and Implementation of a Novel Web-Based E-Learning Tool for Education of Health Professionals on the Antibiotic Vancomycin. Journal of Medical Internet Research 2017;19(3):e93
    CrossRef
  25. Planchon J, Vacher A, Comblet J, Rabatel E, Darses F, Mignon A, Pasquier P. Serious game training improves performance in combat life-saving interventions. Injury 2018;49(1):86
    CrossRef
  26. Fanfarelli JR, McDaniel R, Crossley C. Adapting UX to the design of healthcare games and applications. Entertainment Computing 2018;28:21
    CrossRef
  27. Gutiérrez , Sepúlveda-Muñoz D, Gil-Agudo , de los Reyes Guzmán A. Serious Game Platform with Haptic Feedback and EMG Monitoring for Upper Limb Rehabilitation and Smoothness Quantification on Spinal Cord Injury Patients. Applied Sciences 2020;10(3):963
    CrossRef
  28. Coenen F, Scheepers FE, Palmen SJM, de Jonge MV, Oranje B. Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game. Clinical EEG and Neuroscience 2020;51(2):87
    CrossRef
  29. Kamel Boulos MN, Gammon S, Dixon MC, MacRury SM, Fergusson MJ, Miranda Rodrigues F, Mourinho Baptista T, Yang SP. Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples. JMIR Serious Games 2015;3(1):e3
    CrossRef
  30. Blanié A, Amorim M, Meffert A, Perrot C, Dondelli L, Benhamou D. Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication. Advances in Simulation 2020;5(1)
    CrossRef
  31. Bond SE, Crowther SP, Adhikari S, Chubaty AJ, Yu P, Borchard JP, Boutlis CS, Yeo WW, Miyakis S. Evaluating the Effect of a Web-Based E-Learning Tool for Health Professional Education on Clinical Vancomycin Use: Comparative Study. JMIR Medical Education 2018;4(1):e5
    CrossRef
  32. . Approaches for creating therapy games. ACM SIGACCESS Accessibility and Computing 2020;(126):1
    CrossRef
  33. . Computerspiele in der Psychotherapie - neue Entwicklungen. Praxis der Kinderpsychologie und Kinderpsychiatrie 2016;65(2):82
    CrossRef
  34. Gaume A, Vialatte A, Mora-Sánchez A, Ramdani C, Vialatte F. A psychoengineering paradigm for the neurocognitive mechanisms of biofeedback and neurofeedback. Neuroscience & Biobehavioral Reviews 2016;68:891
    CrossRef
  35. Buijs-Spanjers KR, Hegge HH, Jansen CJ, Hoogendoorn E, de Rooij SE. A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial. JMIR Serious Games 2018;6(4):e17
    CrossRef
  36. Eleftheriou A, Bullock S, Graham CA, Ingham R. Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study. JMIR Serious Games 2017;5(2):e9
    CrossRef
  37. Jackson J, Iacovides J, Duncan M, Alders M, Maben J, Anderson J. Operationalizing resilient healthcare concepts through a serious video game for clinicians. Applied Ergonomics 2020;87:103112
    CrossRef
  38. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565
    CrossRef
  39. Vugts MA, Zedlitz AM, Joosen MC, Vrijhoef HJ. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation. Journal of Medical Internet Research 2020;22(3):e14766
    CrossRef
  40. Pensak MJ, Lundsberg LS, Stanwood NL, Cutler AS, Gariepy AM. Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study. JMIR Serious Games 2020;8(2):e17295
    CrossRef
  41. Woods M, Rosenberg ME. Educational Tools. Clinical Journal of the American Society of Nephrology 2016;11(3):518
    CrossRef
  42. . Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process. JMIR Serious Games 2018;6(4):e18
    CrossRef
  43. Haruna H, Hu X, Chu S, Mellecker R, Gabriel G, Ndekao P. Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification. International Journal of Environmental Research and Public Health 2018;15(9):2027
    CrossRef
  44. Olgers TJ, bij de Weg AA, ter Maaten JC. Serious Games for Improving Technical Skills in Medicine: Scoping Review. JMIR Serious Games 2021;9(1):e24093
    CrossRef
  45. Fernandes CS, Soares AE, Amaral C, Costa EF, Santos Almeida IS, Ascensão Nogueira PM. Jogo para o ensino de reabilitação na pessoa submetida a artoplastia da anca: estudo de caso. Revista Portuguesa de Enfermagem de Reabilitação 2020;3(S1):29
    CrossRef
  46. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
    CrossRef
  47. Kayyali R, Wells J, Rahmtullah N, Tahsin A, Gafoor A, Harrap N, Nabhani-Gebara S. Development and evaluation of a serious game to support learning among pharmacy and nursing students. Currents in Pharmacy Teaching and Learning 2021;13(8):998
    CrossRef
  48. Lateef F, Lim R, Loh MY, Pang KC, Wong M, Lew K, Madhavi S. Taking serious games forward in curriculum and assessment: Starting infusions right every time. Journal of Emergencies, Trauma, and Shock 2021;14(4):232
    CrossRef
  49. Saragih ID, Imanuel Tonapa S, Porta CM, Lee B. Effects of telehealth interventions for adolescent sexual health: A systematic review and meta-analysis of randomized controlled studies. Journal of Telemedicine and Telecare 2024;30(2):201
    CrossRef
  50. Vieira C, Ferreira da Silva Pais-Vieira C, Novais J, Perrotta A. Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review. JMIR Serious Games 2021;9(3):e20066
    CrossRef
  51. Ferguson C, van den Broek EL, van Oostendorp H. AI-Induced guidance: Preserving the optimal Zone of Proximal Development. Computers and Education: Artificial Intelligence 2022;3:100089
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  52. Sadeghi AH, Peek JJ, Max SA, Smit LL, Martina BG, Rosalia RA, Bakhuis W, Bogers AJ, Mahtab EA. Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study. JMIR Serious Games 2022;10(1):e30456
    CrossRef
  53. . Serious games and blended learning; effects on performance and motivation in medical education. Perspectives on Medical Education 2016;6(1):58
    CrossRef
  54. Oestreich JH, Guy JW. Game-Based Learning in Pharmacy Education. Pharmacy 2022;10(1):11
    CrossRef
  55. Robelet A, Guimier-Pingault C, Lambert C. The Introduction of SteriDefiTM: a Serious Game for Continuous Training of Sterilization Staff in French Hospitals. Pharmaceutical Technology in Hospital Pharmacy 2018;3(1):39
    CrossRef
  56. Rico-Olarte C, Narváez-Muñoz N, López DM, Becker L, Tovar-Ruiz L. Assessing HapHop-Physio: An Exer-Learning Game to Support Therapies for Children with Specific Learning Disorders. Applied Sciences 2022;12(16):8281
    CrossRef
  57. Pystina X, Gomes Lisboa de Souza A, Thomann G. Serious Game Design Principles for Motor Evaluation of Patients with Neurological Diseases. Proceedings of the Design Society 2022;2:1351
    CrossRef
  58. Wang Y, Wang Z, Liu G, Wang Z, Wang Q, Yan Y, Wang J, Zhu Y, Gao W, Kan X, Zhang Z, Jia L, Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis. Frontiers in Public Health 2022;10
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  59. Doumas DM, Midgett A, Myers V, Buller MK. Usability of a Technology-Based Bystander Bullying Intervention for Middle School Students in Rural, Low-Income Communities: Mixed Methods Study. JMIR Formative Research 2021;5(10):e32382
    CrossRef
  60. Daylamani-Zad D, Spyridonis F, Al-Khafaaji K. A framework and serious game for decision making in stressful situations; a fire evacuation scenario. International Journal of Human-Computer Studies 2022;162:102790
    CrossRef
  61. Guy JW, Stitzlein L, Dudley R, Oestreich JH. Pharmacogenomics elective focused on advanced lab techniques, game-based learning, and business plan development. Currents in Pharmacy Teaching and Learning 2023;15(2):211
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  62. . Visual Novels in Maxillofacial Surgery Education: A Hidden Gem. Cureus 2023;
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  63. Donoso F, Peirano D, Longo C, Apalla Z, Lallas A, Jaimes N, Navarrete-Dechent C. Gamified learning in dermatology and dermoscopy education: a paradigm shift. Clinical and Experimental Dermatology 2023;48(9):962
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  64. Silva PA, Bermúdez i Badia S, Cameirão MS. A retrospective analysis and systematic review of the areas of entertainment computing and persuasive technologies for health. Frontiers in Computer Science 2023;5
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  65. Rajasegeran DD, Liu K, Sheng Y, Loh CS, Choh ACL, Teo KY, Fan PEM, Tan MY, Aloweni F, Ang SY. Potential of serious games as a competency assessment tool for acute care nurses on the blood transfusion procedure. International Journal of Digital Health 2024;4:S1
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  66. Morgan DJ, Scherer L, Pineles L, Baghdadi J, Magder L, Thom K, Koch C, Wilkins N, LeGrand M, Stevens D, Walker R, Shirrell B, Harris AD, Korenstein D. Game-based learning to improve diagnostic accuracy: a pilot randomized-controlled trial. Diagnosis 2024;0
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According to Crossref, the following books are citing this article (DOI 10.2196/games.3825):

  1. Haddod F, Dingli A. Rediscovering Heritage Through Technology. 2020. Chapter 5:91
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  2. Lehr D, Boß L. Fehlzeiten-Report 2019. 2019. Chapter 11:155
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  3. Evensen I, Omfjord JB, Torrado JC, Jaccheri L, Gomez J. Entertainment Computing and Serious Games. 2019. Chapter 31:377
    CrossRef
  4. Cordie L, Lin X, Whitton N. Handbook of Research on Program Development and Assessment Methodologies in K-20 Education. 2018. chapter 9:171
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  5. Graafland M, Schijven M. Digital Health. 2018. Chapter 10:139
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  6. Warmelink H, Valente M, van Tol R, Schravenhoff R. Games and Learning Alliance. 2016. Chapter 51:461
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  7. Alsaqqaf A, Li F. Immersive Learning Research Network. 2019. Chapter 4:43
    CrossRef
  8. . Global Health Security. 2020. Chapter 13:307
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  9. Findeis A, Patyk M. Creating a Lifestyle Medicine Center. 2020. Chapter 14:145
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  10. Lehr D, Geraedts A, Persson Asplund R, Khadjesari Z, Heber E, de Bloom J, Ebert DD, Angerer P, Funk B. Healthy at Work. 2016. Chapter 19:257
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  11. Lynch JK, Fisk M. Mobile e-Health. 2017. Chapter 11:237
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  12. Warmelink H, Vink S, van Tol R. Games and Learning Alliance. 2016. Chapter 39:354
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  13. Pakarinen A, Salanterä S. Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring. 2020. Chapter 9:115
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  14. Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Comprehensive Clinical Psychology. 2022. :77
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  15. Cordie L, Lin X, Whitton N. Research Anthology on Adult Education and the Development of Lifelong Learners. 2021. chapter 46:933
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  16. Lehr D, Boß L. Digitale Gesundheitsinterventionen. 2023. Chapter 23:385
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  17. Schönbohm A, Vongsurbchart T, Teerasatienspon K. Innovation in Life Sciences. 2024. Chapter 13:229
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