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

How to Systematically Assess Serious Games Applied to Health Care

How to Systematically Assess Serious Games Applied to Health Care

How to Systematically Assess Serious Games Applied to Health Care

Journals

  1. Fernandes C, Angelo M, Martins M. Dar Voz aos Cuidadores: um jogo para o cuidador familiar de um doente dependente. Revista da Escola de Enfermagem da USP 2018;52(0) View
  2. Maheu M, Nicolucci V, Pulier M, Wall K, Frye T, 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 View
  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 View
  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 View
  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 View
  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 View
  7. Reynolds L, Davies J, 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 View
  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 View
  9. Castro-Sánchez E, Kyratsis Y, Iwami M, Rawson T, Holmes A. 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) View
  10. Drummond D, Hadchouel A, Tesnière A. Serious games for health: three steps forwards. Advances in Simulation 2017;2(1) View
  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 View
  12. Vugts M, Joosen M, Mert A, Zedlitz A, Vrijhoef H. 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 View
  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 View
  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 View
  15. Vugts M, Joosen M, Mert A, Zedlitz A, Vrijhoef H. 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 View
  16. Pasquier P, Mérat S, Malgras B, Petit L, Queran X, Bay C, Boutonnet M, Jault P, Ausset S, Auroy Y, Perez J, 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 View
  17. Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin L, Green C, Kato P, Lu A, Maloney A, Mellecker R, Morrill B, Peng W, Shegog R, Simons M, Staiano A, Thompson D, Young K. Games for Health for Children—Current Status and Needed Research. Games for Health Journal 2016;5(1):1 View
  18. Johnsen H, Fossum M, Vivekananda-Schmidt P, Fruhling A, Slettebø Å. Developing a Serious Game for Nurse Education. Journal of Gerontological Nursing 2018;44(1):15 View
  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 View
  20. Dankbaar M. Serious games and blended learning; effects on performance and motivation in medical education. Perspectives on Medical Education 2016;6(1):58 View
  21. Lehr D, Heber E, Sieland B, Hillert A, Funk B, Ebert D. „Occupational eMental Health“ in der Lehrergesundheit. Prävention und Gesundheitsförderung 2016;11(3):182 View
  22. Gaziel-Yablowitz M, Schwartz D. A Review and Assessment Framework for Mobile-Based Emergency Intervention Apps. ACM Computing Surveys 2019;51(1):1 View
  23. Meijer H, Graafland M, Goslings J, Schijven M. 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 View
  24. Bond S, Crowther S, Adhikari S, Chubaty A, Yu P, Borchard J, Boutlis C, Yeo W, 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 View
  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 View
  26. Fanfarelli J, McDaniel R, Crossley C. Adapting UX to the design of healthcare games and applications. Entertainment Computing 2018;28:21 View
  27. Gutiérrez Á, Sepúlveda-Muñoz D, Gil-Agudo Á, 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 View
  28. Coenen F, Scheepers F, Palmen S, de Jonge M, Oranje B. Serious Games as Potential Therapies: A Validation Study of a Neurofeedback Game. Clinical EEG and Neuroscience 2020;51(2):87 View
  29. Kamel Boulos M, Gammon S, Dixon M, MacRury S, Fergusson M, Miranda Rodrigues F, Mourinho Baptista T, Yang S. Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples. JMIR Serious Games 2015;3(1):e3 View
  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) View
  31. Bond S, Crowther S, Adhikari S, Chubaty A, Yu P, Borchard J, Boutlis C, Yeo W, 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 View
  32. Duval J. Approaches for creating therapy games. ACM SIGACCESS Accessibility and Computing 2020;(126):1 View
  33. Brezinka V. Computerspiele in der Psychotherapie - neue Entwicklungen. Praxis der Kinderpsychologie und Kinderpsychiatrie 2016;65(2):82 View
  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 View
  35. Buijs-Spanjers K, Hegge H, Jansen C, Hoogendoorn E, de Rooij S. A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial. JMIR Serious Games 2018;6(4):e17 View
  36. Eleftheriou A, Bullock S, Graham C, Ingham R. Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study. JMIR Serious Games 2017;5(2):e9 View
  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 View
  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 View
  39. Vugts M, Zedlitz A, Joosen M, Vrijhoef H. 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 View
  40. Pensak M, Lundsberg L, Stanwood N, Cutler A, Gariepy A. 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 View
  41. Woods M, Rosenberg M. Educational Tools. Clinical Journal of the American Society of Nephrology 2016;11(3):518 View
  42. Balli F. Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process. JMIR Serious Games 2018;6(4):e18 View
  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 View
  44. Olgers T, bij de Weg A, ter Maaten J. Serious Games for Improving Technical Skills in Medicine: Scoping Review. JMIR Serious Games 2021;9(1):e24093 View
  45. Fernandes C, Soares A, Amaral C, Costa E, Santos Almeida I, Ascensão Nogueira P. 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 View
  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 View
  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 View
  48. Lateef F, Lim R, Loh M, Pang K, 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 View
  49. Saragih I, Imanuel Tonapa S, Porta C, 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 View
  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 View
  51. Ferguson C, van den Broek E, van Oostendorp H. AI-Induced guidance: Preserving the optimal Zone of Proximal Development. Computers and Education: Artificial Intelligence 2022;3:100089 View
  52. Sadeghi A, Peek J, Max S, Smit L, Martina B, Rosalia R, Bakhuis W, Bogers A, Mahtab E. Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study. JMIR Serious Games 2022;10(1):e30456 View
  53. Dankbaar M. Serious games and blended learning; effects on performance and motivation in medical education. Perspectives on Medical Education 2016;6(1):58 View
  54. Oestreich J, Guy J. Game-Based Learning in Pharmacy Education. Pharmacy 2022;10(1):11 View
  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 View
  56. Rico-Olarte C, Narváez-Muñoz N, López D, 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 View
  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 View
  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 View
  59. Doumas D, Midgett A, Myers V, Buller M. 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 View
  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 View
  61. Guy J, Stitzlein L, Dudley R, Oestreich J. Pharmacogenomics elective focused on advanced lab techniques, game-based learning, and business plan development. Currents in Pharmacy Teaching and Learning 2023;15(2):211 View
  62. Bin Rubaia’an M. Visual Novels in Maxillofacial Surgery Education: A Hidden Gem. Cureus 2023 View
  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 View
  64. Silva P, Bermúdez i Badia S, Cameirão M. A retrospective analysis and systematic review of the areas of entertainment computing and persuasive technologies for health. Frontiers in Computer Science 2023;5 View
  65. Rajasegeran D, Liu K, Sheng Y, Loh C, Choh A, Teo K, Fan P, Tan M, Aloweni F, Ang S. 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 View
  66. Morgan D, Scherer L, Pineles L, Baghdadi J, Magder L, Thom K, Koch C, Wilkins N, LeGrand M, Stevens D, Walker R, Shirrell B, Harris A, Korenstein D. Game-based learning to improve diagnostic accuracy: a pilot randomized-controlled trial. Diagnosis 2024;11(2):136 View

Books/Policy Documents

  1. Haddod F, Dingli A. Rediscovering Heritage Through Technology. View
  2. Lehr D, Boß L. Fehlzeiten-Report 2019. View
  3. Evensen I, Omfjord J, Torrado J, Jaccheri L, Gomez J. Entertainment Computing and Serious Games. View
  4. Cordie L, Lin X, Whitton N. Handbook of Research on Program Development and Assessment Methodologies in K-20 Education. View
  5. Graafland M, Schijven M. Digital Health. View
  6. Warmelink H, Valente M, van Tol R, Schravenhoff R. Games and Learning Alliance. View
  7. Alsaqqaf A, Li F. Immersive Learning Research Network. View
  8. French A. Global Health Security. View
  9. Findeis A, Patyk M. Creating a Lifestyle Medicine Center. View
  10. Lehr D, Geraedts A, Persson Asplund R, Khadjesari Z, Heber E, de Bloom J, Ebert D, Angerer P, Funk B. Healthy at Work. View
  11. Lynch J, Fisk M. Mobile e-Health. View
  12. Warmelink H, Vink S, van Tol R. Games and Learning Alliance. View
  13. Pakarinen A, Salanterä S. Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring. View
  14. Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Comprehensive Clinical Psychology. View
  15. Cordie L, Lin X, Whitton N. Research Anthology on Adult Education and the Development of Lifelong Learners. View
  16. Lehr D, Boß L. Digitale Gesundheitsinterventionen. View
  17. Schönbohm A, Vongsurbchart T, Teerasatienspon K. Innovation in Life Sciences. View