Exergames, Active Games and Gamification of Physical Activity
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A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study
JMIR Serious Games 2017 (Apr 03); 5(2):e6
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Who Is Still Playing Pokémon Go? A Web-Based Survey
JMIR Serious Games 2017 (Apr 05); 5(2):e7
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User Needs Assessment for Games
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What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
JMIR Serious Games 2017 (Apr 18); 5(2):e8
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Serious Games for Education
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Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
JMIR Serious Games 2017 (May 03); 5(2):e9
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Serious Games for Health and Medicine
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Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study
JMIR Serious Games 2017 (May 10); 5(2):e10
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Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study
JMIR Serious Games 2017 (May 12); 5(2):e12
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Medical Student Evaluation With a Serious Game Compared to Multiple Choice Questions Assessment
JMIR Serious Games 2017 (May 16); 5(2):e11
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Gamification in Stress Management Apps: A Critical App Review
JMIR Serious Games 2017 (Jun 07); 5(2):e13
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