Published on in Vol 6, No 3 (2018): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/10161, first published .
The Untapped Potential of the Gaming Community: Narrative Review

The Untapped Potential of the Gaming Community: Narrative Review

The Untapped Potential of the Gaming Community: Narrative Review

Journals

  1. Faric N, Potts H, Hon A, Smith L, Newby K, Steptoe A, Fisher A. What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews. Journal of Medical Internet Research 2019;21(9):e13833 View
  2. Fordham J, Ball C. Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade. JMIR Mental Health 2019;6(4):e12432 View
  3. Mack I, Reiband N, Etges C, Eichhorn S, Schaeffeler N, Zurstiege G, Gawrilow C, Weimer K, Peeraully R, Teufel M, Blumenstock G, Giel K, Junne F, Zipfel S. The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity. Journal of Medical Internet Research 2020;22(4):e15725 View
  4. Simons R, Girard R, Elkins A. Supporting inclusive gaming communities through fostering online‐offline hybrid spaces. Proceedings of the Association for Information Science and Technology 2020;57(1) View
  5. Lupton D. Young People’s Use of Digital Health Technologies in the Global North: Narrative Review. Journal of Medical Internet Research 2021;23(1):e18286 View
  6. Rüth M, Kaspar K. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards. Frontiers in Psychology 2021;12 View
  7. Farič N, Smith L, Hon A, Potts H, Newby K, Steptoe A, Fisher A. A Virtual Reality Exergame to Engage Adolescents in Physical Activity: Mixed Methods Study Describing the Formative Intervention Development Process. Journal of Medical Internet Research 2021;23(2):e18161 View
  8. Germani F, Pattison A, Reinfelde M. WHO and digital agencies: how to effectively tackle COVID-19 misinformation online. BMJ Global Health 2022;7(8):e009483 View
  9. Junus A, Hsu Y, Wong C, Yip P. Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey. Journal of Psychiatric Research 2023;161:2 View
  10. Wu Y, Wang W, Chan T, Chiu Y, Lin H, Chang Y, Wu H, Liu T, Chuang Y, Wu J, Chang W, Sun C, Lin M, Tseng V, Hu J, Li Y, Hsiao P, Chen C, Kao H, Lee C, Hsieh C, Wang C, Chu C. Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized Controlled Trial. JMIR Serious Games 2022;10(1):e35040 View
  11. Tushya , Chhabra D, Abraham B. Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities. Games and Culture 2023 View
  12. Godfrey C, Oody J, Conger S, Steeves J. Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–12. Games for Health Journal 2024 View

Books/Policy Documents

  1. Jaiswal V, Shukla J. HCI International 2022 Posters. View
  2. Spiliotopoulos D, Margaris D, Koutrakis K, Philippopoulos P, Vassilakis C. HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games. View