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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. 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
  2. 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
  3. Gaziel-Yablowitz M, Schwartz DG. A Review and Assessment Framework for Mobile-Based Emergency Intervention Apps. ACM Computing Surveys 2018;51(1):1
    CrossRef
  4. 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
    CrossRef
  5. 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
  6. 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
  7. Fanfarelli JR, McDaniel R, Crossley C. Adapting UX to the design of healthcare games and applications. Entertainment Computing 2018;28:21
    CrossRef
  8. 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
  9. 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
    CrossRef
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. Dankbaar M. Serious games and blended learning; effects on performance and motivation in medical education. Perspectives on Medical Education 2017;6(1):58
    CrossRef
  16. 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
  17. 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
  18. 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 2017;1(1-4):3
    CrossRef
  19. 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
  20. 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
  21. 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
  22. 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
  23. Woods M, Rosenberg ME. Educational Tools: Thinking Outside the Box. Clinical Journal of the American Society of Nephrology 2016;11(3):518
    CrossRef
  24. 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
  25. 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
    CrossRef
  26. Brezinka V. Computerspiele in der Psychotherapie - neue Entwicklungen / New Developments in Video Games for Psychotherapy. Praxis der Kinderpsychologie und Kinderpsychiatrie 2016;65(2):82
    CrossRef
  27. 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
  28. 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
  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. 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

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

:
  1. Graafland M, Schijven M. Digital Health. 2018. Chapter 10:139
    CrossRef
  2. Cordie L, Lin X, Whitton N. Handbook of Research on Program Development and Assessment Methodologies in K-20 Education. 2018. chapter 9:171
    CrossRef
  3. Lynch JK, Fisk M. Mobile e-Health. 2017. Chapter 11:237
    CrossRef
  4. Warmelink H, Valente M, van Tol R, Schravenhoff R. Games and Learning Alliance. 2016. Chapter 51:461
    CrossRef
  5. 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
    CrossRef
  6. Warmelink H, Vink S, van Tol R. Games and Learning Alliance. 2016. Chapter 39:354
    CrossRef