2016
Vol. 4 (2016)
Vol 4, No 1 (2016): Jan-Jun
Serious Games for Health and Medicine
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Behavioral Economics, Wearable Devices, and Cooperative Games: Results From a Population-Based Intervention to Increase Physical Activity
JMIR Serious Games 2016 (Jan 28); 4(1):e1
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Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study
JMIR Serious Games 2016 (Apr 01); 4(1):e2
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The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial
JMIR Serious Games 2016 (Apr 21); 4(1):e4
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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 (May 18); 4(1):e5
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Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation
JMIR Serious Games 2016 (May 26); 4(1):e3
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A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016 (May 27); 4(1):e7
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Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women
JMIR Serious Games 2016 (Jun 02); 4(1):e8
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Formative Evaluation and Development of Games
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Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
JMIR Serious Games 2016 (May 13); 4(1):e6
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Exergames, Active Games and Gamification of Physical Activity
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Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play
JMIR Serious Games 2016 (Jun 01); 4(1):e9
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Vol 4, No 2 (2016): Jul-Dec
Serious Games for Health and Medicine
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A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial
JMIR Serious Games 2016 (Jul 13); 4(2):e10
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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016 (Jul 15); 4(2):e11
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Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia
JMIR Serious Games 2016 (Jul 18); 4(2):e12
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A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial
JMIR Serious Games 2016 (Jul 28); 4(2):e13
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Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study
JMIR Serious Games 2016 (Sep 09); 4(2):e14
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Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball
JMIR Serious Games 2016 (Sep 15); 4(2):e16
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A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years
JMIR Serious Games 2016 (Sep 22); 4(2):e15
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Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016 (Oct 24); 4(2):e18
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Quittr: The Design of a Video Game to Support Smoking Cessation
JMIR Serious Games 2016 (Dec 01); 4(2):e19
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Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game
JMIR Serious Games 2016 (Dec 06); 4(2):e20
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Usability of Games and Gamification
View E-collection for ‘Usability of Games and Gamification’Usability Evaluation Methods for Gesture-Based Games: A Systematic Review
JMIR Serious Games 2016 (Oct 04); 4(2):e17
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