Published on in Vol 7, No 2 (2019): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11565, first published .
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

Journals

  1. Abraham O, Thakur T, Brown R. Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study. JMIR Serious Games 2020;8(3):e18207 View
  2. Suppan M, Gartner B, Golay E, Stuby L, White M, Cottet P, Abbas M, Iten A, Harbarth S, Suppan L. Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module. JMIR Serious Games 2020;8(2):e20173 View
  3. Derksen M, van Strijp S, Kunst A, Daams J, Jaspers M, Fransen M. Serious games for smoking prevention and cessation: A systematic review of game elements and game effects. Journal of the American Medical Informatics Association 2020;27(5):818 View
  4. Verschueren S, van Aalst J, Bangels A, Toelen J, Allegaert K, Buffel C, Vander Stichele G. Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study. JMIR Serious Games 2019;7(2):e12429 View
  5. Thomas T, Sivakumar V, Babichenko D, Grieve V, Klem M. Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review. JMIR Serious Games 2020;8(3):e18687 View
  6. Vass C, Davison N, Vander Stichele G, Payne K. A Picture is Worth a Thousand Words: The Role of Survey Training Materials in Stated-Preference Studies. The Patient - Patient-Centered Outcomes Research 2020;13(2):163 View
  7. Rantala A, Pikkarainen M, Pölkki T. Health specialists’ views on the needs for developing a digital gaming solution for paediatric day surgery: A qualitative study. Journal of Clinical Nursing 2020;29(17-18):3541 View
  8. Buffel C, van Aalst J, Bangels A, Toelen J, Allegaert K, Verschueren S, Vander Stichele G. A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial. JMIR Serious Games 2019;7(2):e12431 View
  9. Haring P. The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey. JMIR Serious Games 2021;9(1):e20209 View
  10. Pallavicini F, Orena E, di Santo S, Greci L, Caragnano C, Ranieri P, Vuolato C, Pepe A, Veronese G, Dakanalis A, Rossini A, Caltagirone C, Clerici M, Mantovani F. MIND-VR: Design and Evaluation Protocol of a Virtual Reality Psychoeducational Experience on Stress and Anxiety for the Psychological Support of Healthcare Workers Involved in the COVID-19 Pandemic. Frontiers in Virtual Reality 2021;2 View
  11. Garcia F, de Almeida Neris V. A framework for tailorable games: toward inclusive end-user development of inclusive games. Universal Access in the Information Society 2022;21(1):193 View
  12. Saleme P, Pang B, Dietrich T, Parkinson J. Prosocial digital games for youth: A systematic review of interventions. Computers in Human Behavior Reports 2020;2:100039 View
  13. Dui L, Lunardini F, Termine C, Matteucci M, Stucchi N, Borghese N, Ferrante S. A Tablet App for Handwriting Skill Screening at the Preliteracy Stage: Instrument Validation Study. JMIR Serious Games 2020;8(4):e20126 View
  14. Suppan L, Abbas M, Catho G, Stuby L, Regard S, Harbarth S, Achab S, Suppan M. Impact of a Serious Game on the Intention to Change Infection Prevention and Control Practices in Nursing Homes During the COVID-19 Pandemic: Protocol for a Web-Based Randomized Controlled Trial. JMIR Research Protocols 2020;9(12):e25595 View
  15. Rantala A, Jansson M, Helve O, Lahdenne P, Pikkarainen M, Pölkki T. Parental Experiences of the Pediatric Day Surgery Pathway and the Needs for a Digital Gaming Solution: Qualitative Study. JMIR Medical Informatics 2020;8(11):e23626 View
  16. Suppan M, Catho G, Robalo Nunes T, Sauvan V, Perez M, Graf C, Pittet D, Harbarth S, Abbas M, Suppan L. A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”. JMIR Serious Games 2020;8(4):e24986 View
  17. Suppan M, Abbas M, Catho G, Stuby L, Regard S, Achab S, Harbarth S, Suppan L. Impact of a Serious Game (Escape COVID-19) on the Intention to Change COVID-19 Control Practices Among Employees of Long-term Care Facilities: Web-Based Randomized Controlled Trial. Journal of Medical Internet Research 2021;23(3):e27443 View
  18. van Overbeeke E, Hauber B, Michelsen S, Goldman M, Simoens S, Huys I. Patient Preferences to Assess Value IN Gene Therapies: Protocol Development for the PAVING Study in Hemophilia. Frontiers in Medicine 2021;8 View
  19. Bywall K, Veldwijk J, Hansson M, Baecklund E, Raza K, Falahee M, Kihlbom U. Does being exposed to an educational tool influence patient preferences? The influence of an educational tool on patient preferences assessed by a discrete choice experiment.. Patient Education and Counseling 2021;104(10):2577 View
  20. Jaccard D, Suppan L, Sanchez E, Huguenin A, Laurent M. The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study. JMIR Serious Games 2021;9(3):e28674 View
  21. Maheu-Cadotte M, Dubé V, Cossette S, Lapierre A, Fontaine G, Deschênes M, Lavoie P. Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review. JMIR Serious Games 2021;9(3):e28650 View
  22. Boldi A, Rapp A. Commercial video games as a resource for mental health: A systematic literature review. Behaviour & Information Technology 2022;41(12):2654 View
  23. Robertson M, Baranowski T, Thompson D, Basen-Engquist K, Swartz M, Lyons E. Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study. JMIR Serious Games 2021;9(4):e29964 View
  24. Currat L, Suppan M, Gartner B, Daniel E, Mayoraz M, Harbarth S, Suppan L, Stuby L. Impact of Face-to-Face Teaching in Addition to Electronic Learning on Personal Protective Equipment Doffing Proficiency in Student Paramedics: Randomized Controlled Trial. International Journal of Environmental Research and Public Health 2022;19(5):3077 View
  25. Abd-alrazaq A, Abuelezz I, Hassan A, AlSammarraie A, Alhuwail D, Irshaidat S, Abu Serhan H, Ahmed A, Alabed Alrazak S, Househ M. Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review. JMIR Serious Games 2022;10(4):e39840 View
  26. Carlier S, Naessens V, De Backere F, De Turck F. A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study. JMIR Serious Games 2023;11:e40054 View
  27. Saleme P, Dietrich T, Pang B, Parkinson J. Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children. Multimodal Technologies and Interaction 2021;5(10):58 View
  28. Jaccard D, Suppan L, Bielser F. Contribution of the co.LAB Framework to the Collaborative Design of Serious Games: Mixed Methods Validation Study. JMIR Serious Games 2021;9(4):e33144 View
  29. Pires M, Almeida A, Gottems L, Mundim G, Oliveira R. Validation of Ludic-Quest to the playfulness of health games: gameplay and emotions on the field. Revista Brasileira de Enfermagem 2022;75(4) View
  30. Sarasmita M, Larasanty L, Kuo L, Cheng K, Chen H. A Computer-Based Interactive Narrative and a Serious Game for Children With Asthma: Development and Content Validity Analysis. Journal of Medical Internet Research 2021;23(9):e28796 View
  31. McCammon E, Law J, Tyler C, Arrington M, Jagoda P, Gilliam M. Using Digital Games to Promote Equity in Career and Health Education: A Prototype of Caduceus Quest. Urban Education 2024;59(5):1396 View
  32. Suppan M, Stuby L, Harbarth S, Fehlmann C, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003 View
  33. Cederved C, Back J, Ångström-Brännström C, Ljungman G, Engvall G. Co-creation of a Serious Game About Radiotherapy: Participatory Action Research Study With Children Treated for Cancer. JMIR Human Factors 2022;9(2):e34476 View
  34. 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
  35. Silva-Lavigne N, Valderrama A, Pelaez S, Bransi M, Balli F, Gervais Y, Gaudy T, Tse S. Acceptability of Serious Games in Pediatric Asthma Education and Self-management: Pilot Study. JMIR Pediatrics and Parenting 2022;5(2):e33389 View
  36. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  37. Smith I, Whichello C, de Bekker-Grob E, Mölken M, Veldwijk J, de Wit G. The Impact of Video-Based Educational Materials with Voiceovers on Preferences for Glucose Monitoring Technology in Patients with Diabetes: A Randomised Study. The Patient - Patient-Centered Outcomes Research 2023;16(3):223 View
  38. Robertson M, Swartz M, Christopherson U, Bentley J, Basen-Engquist K, Thompson D, Volpi E, Lyons E. A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women. JMIR Serious Games 2022;10(2):e35511 View
  39. Mendoza López M, Albaladejo Ortega S, Pardo Ríos M, Melendreras Ruiz R. Serious Games for Health, una herramienta efectiva para el entrenamiento de los profesionales sanitarios. Atención Primaria 2022;54(7):102376 View
  40. Jaccard D, Bonnier K, Hellström M. How might serious games trigger a transformation in project management education ? Lessons learned from 10 Years of experimentations. Project Leadership and Society 2022;3:100047 View
  41. Vandekerckhove P, Timmermans J, de Bont A, de Mul M. Diversity in Stakeholder Groups in Generative Co-design for Digital Health: Assembly Procedure and Preliminary Assessment. JMIR Human Factors 2023;10:e38350 View
  42. Bento Nogueira F, Galhardo A, Veloso Martins M, Cunha M. Fertility Awareness Project: Contributo de um focus group com adolescentes portugueses. Revista Portuguesa de Investigação Comportamental e Social 2023;9(1) View
  43. Molnar A, Molnar I. Learning Theories in Games That Teach Responsible Antibiotic Use: A Literature Review. Sustainability 2023;15(5):4643 View
  44. Dadaczynski K, Tolks D, Wrona K, Mc Call T, Fischer F. The untapped potential of Games for Health in times of crises. A critical reflection. Frontiers in Public Health 2023;11 View
  45. Gabaldón-Pérez A, Dolón-Poza M, Eckert M, Máximo-Bocanegra N, Martín-Ruiz M, Pau De La Cruz I. Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study. JMIR Serious Games 2023;11:e40284 View
  46. Pineros N, Tenaillon K, Marin J, Berry V, Jaureguy F, Ghelfenstein-Ferreira T, Carbonnelle E, Lescat M. Using gamification to improve engagement and learning outcomes in medical microbiology: the case study of ‘BacteriaGame’. FEMS Microbiology Letters 2023;370 View
  47. Lee A, Goodman S, Corradini B, Cohn S, Chatterji M, Landau R. A serious video game—EmergenCSim™—for novice anesthesia trainees to learn how to perform general anesthesia for emergency cesarean delivery: a randomized controlled trial. Anesthesiology and Perioperative Science 2023;1(2) View
  48. Baranyi R, Balducci F. DeapSea: Workflow-Supported Serious Game Design for Stroke Rehabilitation. International Journal of Computer Games Technology 2023;2023:1 View
  49. Amorim P, Serra H, Sousa B, Dias P, Castelo-Branco M, Martins H. Chronic stroke survivors’ perspective on the use of serious games to motivate upper limb rehabilitation – a qualitative study. Health Informatics Journal 2023;29(2):146045822311719 View
  50. AKPINAR Y, KUTBAY E, AKKAYA A. Designing Exploratory Serious Games with Learning Supports. Eğitimde Kuram ve Uygulama 2023;19(1):83 View
  51. Usta E, Inozu M. The use of serious games in psychological interventions for anxiety disorders and related psychopathologies: a systematic review. Current Psychology 2024;43(14):12610 View
  52. Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
  53. Bialy S, Mohammad I. Some perspectives on designing effective serious games. Canadian Medical Education Journal 2023 View
  54. Persico D, Manganello F, Passarelli M, Pozzi F. Is GBL Good for Teachers? A Game for Teachers on How to Foster Students’ Self-Regulated Learning. Education Sciences 2023;13(12):1180 View
  55. Daniels K, Lemmens R, Knippenberg E, Marinus N, Vonck S, Baerts J, Bergs J, Spooren A, Hansen D, Bonnechère B. Promoting physical activity and a healthy active lifestyle in community-dwelling older adults: a design thinking approach for the development of a mobile health application. Frontiers in Public Health 2023;11 View
  56. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  57. Lukka L, Karhulahti V, Bergman V, Palva J. Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO. Internet Interventions 2024;35:100706 View
  58. Atagbuzia C, Ng E, Natarajan G. Improving Behavioral-Based Safety Training in Using Verbal Commands Through a Theory-Driven and Feedback-Based Nonimmersive Virtual Reality Game: Development and Usability Study. JMIR Formative Research 2024;8:e48080 View
  59. Atagbuzia C, Ng E, Natarajan G, Calvo‐Amodio J. A systemic perspective to safety behaviour emergence in organizations: Evaluation of a game‐based simulation for improving safety communication behaviour. Systems Research and Behavioral Science 2024 View
  60. Wu Y, Long T, Huang J, Zhang Q, Forbes A, Li M. Delivering a Smartphone Serious Game-Based Intervention to Promote Resilience for Adolescents With Type 1 Diabetes: A Feasibility Study. Journal of Pediatric Health Care 2024 View

Books/Policy Documents

  1. Pakarinen A, Salanterä S. Developing and Utilizing Digital Technology in Healthcare for Assessment and Monitoring. View
  2. Butt S, Gochhait S, Andleeb S, Adeel M. Digital Entertainment. View
  3. Weber S, Off M, Hackenberg T, Schumann M, Achtenhagen F. Game-based Learning Across the Disciplines. View
  4. Prior E, Sanchez E, Mandran N. Games and Learning Alliance. View
  5. Fluet G, Roy D, Llorens R, Bermúdez i Badia S, Deutsch J. Neurorehabilitation Technology. View
  6. Macdonald A, Poyade M, McCorry O, Trace C, Chambers M. Teaching, Research, Innovation and Public Engagement. View
  7. Cutumisu M, Ghoman S, Schmölzer G. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
  8. Fonseca X. Computer Science for Game Development and Game Development for Computer Science. View