The Karma system is currently undergoing maintenance (Monday, January 29, 2018).
The maintenance period has been extended to 8PM EST.
Karma Credits will not be available for redeeming during maintenance.
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. In June 2018, JSG received an official inaugural journal impact factor of 2.226 (Journal Citation Reports 2017, Clarivate Analytics). This ranks 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.
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).
Background: Cognitive decline is an important non-motor symptom in Parkinson’s disease (PD). Unfortunately, very few treatment options are available. Recent work pointed to small positive effects of...
Background: Cognitive decline is an important non-motor symptom in Parkinson’s disease (PD). Unfortunately, very few treatment options are available. Recent work pointed to small positive effects of non-pharmacological cognitive training in PD. Most of these trainings are solely computerized versions of paper-pencil cognitive trainings, lacking rewarding gamification stimulants that could help to promote adherence. Cases: Here, we present three PD patients with different ages, different disease stages and from various backgrounds, who all used a self-invented cognitive training that all included elements of personalization and gamification. Discussion: This emphasizes the large unmet need in this area. Researchers, health professionals and patients should now work together to develop structured and targeted cognitive training programs in PD.
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
Background: Trauma-focussed CBT (TF-CBT) is a first line treatment for post-traumatic stress disorder PTSD. Despite a solid evidence base, TF-CBT response and attrition rates vary considerably. Plasti...
Background: Trauma-focussed CBT (TF-CBT) is a first line treatment for post-traumatic stress disorder PTSD. Despite a solid evidence base, TF-CBT response and attrition rates vary considerably. Plasticity focused interventions, including the use of serious games, have the potential to improve TF-CBT response and treatment retention. Objective: The aim of this study was assess the acceptability of a smartphone delivered plasticity focused serious game to improve response to TF-CBT for PTSD; and to carry out a user requirements analysis should development of a prototype be warranted. Methods: We conducted two one-to-one interviews (n = 2);one focus group involving service users who had received a diagnosis of PTSD (n = 3); and one focus group involving psychological trauma service clinicians (n = 4). Results: We found that the concept of a plasticity focused smartphone intervention for PTSD is acceptable to patients and clinicians. Service users and clinicians both believed that usage should be guided by a therapist, and both contributed useful input regarding the audiovisual aspects of the proposed serious game. It was accepted that the game would not be suitable for all patients, and that clinicians would need to appropriately prescribe usage of the game. Conclusions: Our findings highlight the acceptability of the proposed serious game and clarify the user requirements for such an intervention. It is the intention of the authors to carry out a user experience evaluation using a prototype serious game in a clinical population.
Background: The territorial diagnosis is prerequisite for local actions concerning public health and the reduction of social, environmental and health-related inequalities. To orient local programs or...
Background: The territorial diagnosis is prerequisite for local actions concerning public health and the reduction of social, environmental and health-related inequalities. To orient local programs or initiatives targeting health inequalities, the policy maker need simulation territorial diagnosis tools. Yet, very few platforms have been developed for the purpose of guiding public authorities as they seek to reduce these social inequalities. Objective: Our study aimed to describe the design and methods of the development process of the territorial diagnosis tool based on serious game named “Equit’Game” which put learners at the heart of the territorial diagnosis process, asking them to review the current health, environmental and socioeconomic state of their territory. Methods: The realistic situations employed in our serious game should encourage players, in a fun and playful manner, to (1) appropriate the data of their own terirtory, (2) apply their methodological knowledge in a practical way, (3) reflect on the most pertinent statistical and/or spatial tools for their situation and, (4) ultimately, to acquire new knowledge and skills in the use of territorial diagnosis tools with a spatial dynamic. Results: Equit’Game was deployed over the course of a week’s training and structured into 4 levels: Level 1: ‘Dataminer’ (identifying relevant information to respond to the question); Level 2: ‘Analyst’ (selecting the appropriate method of analysis), Level 3: ‘Atlas’ (mapping the data), Level 4: ‘Cluster’ (extraction of statistical and spatial information). Equit’Game has also been designed as a sort of ‘virtual campus, creating a fun learning environment in which each door represents a level. Users can access Equit’Game via a platform compatible with tablets, PCs and smartphones. Conclusions: Equit’Game was developed to help learners the techniques of territorial diagnosis, with the aim of creating an “innovative tool for public health” capable of conveying educational messages and providing a structure for training.
Background: Body motion-activated video games are a promising strategy for promoting addiction treatment engagement and adherence among youth. Objective: This pilot randomized trial (N=80) investigate...
Background: Body motion-activated video games are a promising strategy for promoting addiction treatment engagement and adherence among youth. Objective: This pilot randomized trial (N=80) investigated the feasibility of a body-motion activated video game prototype, Recovery Warrior 2.0, targeting relapse prevention in the context of a community inpatient care program for youth. Methods: Participants ages 15-25 were recruited from an inpatient drug treatment program and randomized to treatment as usual (TAU) or to game play + TAU. Assessments were conducted at baseline, prior to discharge, and at 4-and 8-weeks post discharge. Results: The provision of the game play intervention was found to be feasible in the inpatient setting. On average, participants in the intervention group played for 36.6 minutes and played on 3.6 different days. Participants in the intervention group mostly agreed that they would use the refusal skills taught by the game. Those in the intervention group reported attending more outpatient counseling sessions than the control group (10.8 versus 4.8, respectively), but differences were not significant. The game had no effect on drug use at 4-weeks or 8-weeks post discharge, with the exception of a benefit reported at 4-week follow up to participants in treatment for marijuana addiction (p<.05). Conclusions: Preliminary evidence indicates that a motion activated video game for addiction recovery appears to be feasible and acceptable for youth within the context of inpatient treatment. With further development, such games hold promise as a tool for youth substance use disorder treatment.