Published on in Vol 5, No 2 (2017): Apr-Jun

Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study

Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study

Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study

Journals

  1. Abraham O, LeMay S, Bittner S, Thakur T, Stafford H, Brown R. Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review. JMIR Serious Games 2020;8(2):e16096 View
  2. D’Agostini M, Aredes N, Campbell S, Fonseca L. Serious Game e-Baby Família: an educational technology for premature infant care. Revista Brasileira de Enfermagem 2020;73(4) View
  3. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard M, Benali H, Sawchuk K, De Schutter B. Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. JMIR Mental Health 2020;7(3):e12388 View
  4. Chehade M, Yadav L, Kopansky-Giles D, Merolli M, Palmer E, Jayatilaka A, Slater H. Innovations to improve access to musculoskeletal care. Best Practice & Research Clinical Rheumatology 2020;34(5):101559 View
  5. Nasiri M, Amirmohseni L, Mofidi A, Pires Padilha Paim C, Bigdeli Shamloo M, Asadi M. Educational games developed for students in perioperative nursing: A systematic review and appraisal of the evidence. Nurse Education in Practice 2019;37:88 View
  6. Shah U, Chiew T. A Systematic Literature Review of the Design Approach and Usability Evaluation of the Pain Management Mobile Applications. Symmetry 2019;11(3):400 View
  7. Wochna Loerzel V, Clochesy J, Geddie P. Using Serious Games to Increase Prevention and Self-Management of Chemotherapy-Induced Nausea and Vomiting in Older Adults With Cancer. Oncology Nursing Forum 2020;47(5):567 View
  8. 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
  9. Bollondi Pauly C, Kupferschmid S, Tairraz P, Samer C, Rehberg-Klug B, Collin E, Desmeules J. Formation des médecins et infirmières à l’utilisation des opiacés par un jeu sérieux. Douleur et Analgésie 2019;32(1):54 View
  10. Santana C, Freitas A, Oliveira Barreto G, Sousa De Avelar I, Mazaro-Costa R, Bueno G, Ribeiro D, Damasceno Silva G, Naghettini A. Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation. JMIR Serious Games 2020;8(3):e17979 View
  11. Holzmann S, Dischl F, Schäfer H, Groh G, Hauner H, Holzapfel C. Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents. JMIR Formative Research 2019;3(1):e10284 View
  12. Davaris M, Bunzli S, Dowsey M, Choong P. Gamifying health literacy: how can digital technology optimize patient outcomes in surgery?. ANZ Journal of Surgery 2021;91(10):2008 View
  13. Calvo-Morata A, Alonso-Fernandez C, Freire-Moran M, Martinez-Ortiz I, Fernandez-Manjon B. Game Learning Analytics, Facilitating the Use of Serious Games in the Class. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 2019;14(4):168 View
  14. Chao Y, Chuang H, Hsin L, Kang C, Fang T, Li H, Huang C, Kuo T, Yang C, Shyu H, Wang S, Shyu L, Lee L. Using a 360° Virtual Reality or 2D Video to Learn History Taking and Physical Examination Skills for Undergraduate Medical Students: Pilot Randomized Controlled Trial. JMIR Serious Games 2021;9(4):e13124 View
  15. Azizoddin D, Thomas T. Game Changer: Is Palliative Care Ready for Games?. JCO Clinical Cancer Informatics 2022;(6) View
  16. Ashtari S, Taylor A. The Internet Knows More Than My Physician: Qualitative Interview Study of People With Rare Diseases and How They Use Online Support Groups. Journal of Medical Internet Research 2022;24(8):e39172 View
  17. de Vlieger N, Sainsbury L, Smith S, Riley N, Miller A, Collins C, Bucher T. Feasibility and Acceptability of ‘VitaVillage’: A Serious Game for Nutrition Education. Nutrients 2021;14(1):189 View
  18. Chambilla R, Tomiuk D, Zuccaro C, Plasent M, Bernard P. Antecedents to Learners’ Satisfaction with Serious Games: An Investigation Using Partial Least Square. Advances in Science, Technology and Engineering Systems Journal 2021;6(6):43 View
  19. 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
  20. Koumpouros Y, Georgoulas A. Pain Management Mobile Applications: A Systematic Review of Commercial and Research Efforts. Sensors 2023;23(15):6965 View
  21. Saragih I, Suarilah I, Saragih I, Lin Y, Lin C. Efficacy of serious games for chronic pain management in older adults: A systematic review and meta‐analysis. Journal of Clinical Nursing 2024;33(3):1185 View
  22. Loerzel V, Alamian A, Clochesy J, Geddie P. Serious Gaming for Chemotherapy-Induced Nausea and Vomiting in Older Adults With Cancer: Protocol for a Randomized Clinical Trial. JMIR Research Protocols 2024;13:e64673 View
  23. Assunta F, Matteo A, Séverine V, Guy S, Aurélien K, Oriana K, Dominique J, Josette S, Olivier H, Jérome P, Philippe D. Feasibility and acceptability of a serious game to study the effects of environmental distractors on emergency room nurse triage accuracy: A pilot study. International Emergency Nursing 2024;76:101504 View
  24. Savareh B, Karandish Z, Farhoudi F, Bashiri A. Pain Management in Cancer Patients: The Effectiveness of Digital Game-based Interventions: A Rapid Literature Review. Healthcare Informatics Research 2024;30(4):297 View

Books/Policy Documents

  1. Torres-Toukoumidis A, Vintimilla-León D, De-Santis A, Cárdenas-Tapia J, Mäeots M. Communication and Applied Technologies. View