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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; Impact Factor: 2.226) is a multidisciplinary journal devoted to computer/web/virtual reality/mobile applications that incorporate elements of gaming, gamification or novel hardware platforms such as virtual reality headsets or Microsoft Kinect to solve serious problems such as health behavior change, physical exercise promotion (exergaming), medical rehabilitation, diagnosis and treatment of psychological/psychiatric disorders, medical education, health 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.
The journal is indexed in PubMed, PubMed Central, DOAJ, and SCIE/Web of Science, and JCR (Journal Citation Reports) where it received an official impact factor by Clarivate. In June 2018, JSG received an official inaugural journal impact factor of 2.226 (Journal Citation Reports 2017, Clarivate Analytics), ranking JSG at the top of all gaming related academic journals, ahead of (for example) more established competitor journals such as the Games for Health Journal.
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Background: Increasing numbers of children undergo ambulatory surgery each year and a significant proportion experiences substantial preoperative anxiety and postoperative pain. The management of peri...
Background: Increasing numbers of children undergo ambulatory surgery each year and a significant proportion experiences substantial preoperative anxiety and postoperative pain. The management of perioperative anxiety and pain remains challenging in children and is inadequate, which negatively impacts physical, psychosocial, and economic outcomes. Existing non-pharmacological interventions are costly, time consuming, vary in availability, and lack benefits. Therefore, there is a need for an evidence-based, accessible, non-pharmacological intervention as an adjunct to existing pharmacological alternatives to reduce perioperative anxiety and pain in children undergoing ambulatory surgery. Technology-enabled interventions have been proposed as a method to address the unmet need in this setting. In particular, serious games for health (SGHs) hold unique potential to change health beliefs and behaviors in children. Objective: The objective of this research was to describe the rationale, scientific evidence, design aspects, and features of CliniPup, an SGH aimed at reducing perioperative anxiety and pain in children undergoing ambulatory surgery. Methods: The SERES framework for SGH development was used to create the SGH, CliniPup. In particular, a mixed-methods approach was applied that consisted of a structured literature review supplemented with ethnographic research, such as expert interviews and a time-motion exercise. The resulting scientific evidence base was leveraged to ensure that the resulting SGH was relevant, realistic, and theory-driven. A participatory design approach was applied wherein clinical experts qualitatively reviewed several versions of the SGH and an iterative creative process was used to integrate the applicable feedback. Results: CliniPup, an SGH, was developed to incorporate (1) scientific evidence base from a structured literature review, (2) realistic content collected during ethnographic research such as expert interviews, (3) explicit pedagogical objectives from scientific literature, and (4) game mechanics and user interface design that address key aspects of the evidence. Conclusions: This report details the systematic development of CliniPup, an SGH aimed at reducing perioperative anxiety and pain in children undergoing ambulatory surgery. Clinical experts validated CliniPup’s underlying scientific evidence base and design foundations, suggesting that it was well designed for preliminary evaluation in the target population. An evaluation plan is proposed and briefly described.
Background: As pediatric ambulatory surgeries are rising and existing methods to reduce perioperative anxiety and pain are lacking in this population, a serious game for health (SGH), CliniPup, was de...
Background: As pediatric ambulatory surgeries are rising and existing methods to reduce perioperative anxiety and pain are lacking in this population, a serious game for health (SGH), CliniPup, was developed to address this unmet need. CliniPup was generated using the SERES framework for serious game development. Objective: To clinically evaluate CliniPup, an SGH, as an adjunct therapy to existing pharmacological interventions aimed at reducing perioperative anxiety and pain in children undergoing ambulatory surgery. Methods: CliniPup was evaluated in a prospective, randomized, controlled pilot trial in 20 children aged 6-10 years who underwent elective surgery, and their parents. Study participants were randomly assigned to the test (n=12) or control group (n=8). Children in the test group played CliniPup 2-days prior to surgery and children in the control group received standard of care. On the day of surgery, pediatric anxiety was measured with the modified Yale Preoperative Anxiety Scale (mYPAS) and parental anxiety was assessed with the State-Trait Anxiety Inventory (STAI). Pediatric postoperative pain was assessed by the Wong-Baker Faces Pain Rating Scale (WBFPRS). Child and parent user experience and satisfaction was also evaluated in the test group using structured questionnaires. Results: Despite the small sample, preoperative anxiety scores were significantly lower (P = .01) in children who played CliniPup prior to surgery, compared to controls. Parental preoperative anxiety scores were also lower in the test group (P = .10), but did not reach significance. No significant differences were observed in postoperative pain scores between groups (P = .54). The evaluation of user experience and satisfaction revealed that both children and parents were satisfied with CliniPup and would recommend the game to peers. Conclusions: Results of the pilot trial introduce CliniPup as a potentially effective and attractive adjunct therapy, to reduce preoperative anxiety in children undergoing ambulatory surgery, with a trend towards positive impact on parental preoperative anxiety. These results support the use of the SERES framework to generate an evidence-based SGH, which results in positive health outcomes for patients. Based on these preliminary findings, we propose a research agenda to further develop and investigate this tool.
Background: In recent years many studies have associated the long time spent sedentary in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming – pl...
Background: In recent years many studies have associated the long time spent sedentary in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming – playing video games that require rigorous physical exercise – seem to fail short of the physical activity levels recommended by the WHO. Objective: Here we test a full immersive VR-based training system designed to improve its users’ cardiorespiratory and muscular fitness while providing an enjoyable workout. Methods: A cross-sectional experiment design was used to analyze muscle activity (sEMG), heart rate, perceived rate of exhaustion (RPE) as well as cybersickness symptoms (SSQ), perceived workload, and physical activity enjoyment (PACES) from 33 participants performing a 5-min VR-simulated flight on a new training device. Results: The participants’ attempt to hold the planking position required to play the game resulted in moderate aerobic intensity (108 bpm ± 18.69). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% (± 10.57) and 26.7% MVC (± 17.39)) they described the exercise as a moderate to vigorous activity (RPE 14.6 ± 1.82). The majority of the participants reported that they enjoyed the exercise (PACES 3.74 ± 0.16). However, six participants had to drop out because of cybersickness symptoms. Conclusions: Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the drop-out rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental element in providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.
Background: Over 47,703 articles were found on Pubmed.com by searching for the keyword “association between[Title]” in the past. However, to date, none present the association between cited-by and...
Background: Over 47,703 articles were found on Pubmed.com by searching for the keyword “association between[Title]” in the past. However, to date, none present the association between cited-by and similar journals related to a given journal. Authors need one effective and efficient way to find journals related to a specific journal. The strength of association between cited-by and similar journals for a given journal is required to report. Objective: This study aims (1) to present the feature of a given journal about their keyword topics and international author collaborations; (2) to show the cited-by and similar journals related to the given journal; (3) to investigate the association between their cited-by and similar journals. Methods: We obtained 85 abstracts since 2013 from Medline based on the keywords of ("JMIR Serious Games[Journal]) on June 30, 2018, and plotted the clusters, including (i) international author collaborations, (ii) keyword topics, (iii)cited-by and similar journals related to JMIR Serious Games(JSG), and (iv) association between cited-by and similar journals, on Google Maps by using social network analysis(SNA). Results: This study found that (1) the most number of papers are from the U.S.( 28, 32.9%) and the U.K. (11,12.9 %), the most frequently used keywords are serious games and video games; (2) the top two journals for cited-by and similar journals, respectively, are (i) JMIR mHealth uHealth(IF=4.541), J Med Internet Res (IF=4.671) and (ii) Games Health J (IF= 2.019), J Med Internet Res (IF=4.671); (3) a mild association(=0.14) exists between cited-by and similar journals related to JSG. Conclusions: SNA provides deep insight into the relationships of related journals to a given journal. The results of this research can provide readers with a knowledge and concept diagram to use with future manuscript submissions to JSG. Clinical Trial: Not available
Background: Much emphasis continues to be placed on the Journal Impact Factor (JIF) typically used as a surrogate marker of quality of both the article and journal. The most pernicious aspect of this...
Background: Much emphasis continues to be placed on the Journal Impact Factor (JIF) typically used as a surrogate marker of quality of both the article and journal. The most pernicious aspect of this culture has been a practice of using journal impact factors as a basis for assessment of individual researchers’ achievements. Objective: The objective of this study is to develop a scheme for quantifying author contributions which can be applied to calculate the author impact factor (AIF). Methods: We obtained 85 abstracts since 2013 from Medline by searching the keywords of ("JMIR Serious Games[Journal]) (JSG for short) on June 30, 2018. An authorship-weighted scheme (AWS) was used for quantifying coauthor contributions and calculating AIF. We plotted the clusters, including (i) international author collaborations, (ii) the most highly-cited authors who published in JSG, and (iii) the AIFs for all authors located on dashboards using social network analysis(SNA) and Google Maps to display, Results: This study found that (i) the most number of papers are from the U.S.( 28, 32.9%) and the U.K. (11,12.9 %), (ii) the AWS can be easily applied to JSG for calculating AIF, (iii) the most cited author in JSG is Alaa AlMarshedi (=11.44=weighted publications), two authors(i.e., Abdulrahman Abdulla El-Hilly and Andreas BEl-Hilly Eisingerich) have the highest AIF(=13.75), and (iv) the AWS-based AIF can be easily displayed on Google Maps in comparison. Conclusions: The AIFs incorporated with SNA shown on Google Maps provide insight into the relationships between citable and cited achievements for authors. The AWS-based AIF can be applied to other academic fields for understanding the most highly cited authors in a discipline. Clinical Trial: Not available