Published on in Vol 7, No 3 (2019): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/14620, first published .
Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study

Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study

Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study

Authors of this article:

Jun Wen Tan 1 Author Orcid Image ;   Nabil Zary 1, 2 Author Orcid Image

Journals

  1. Ingadottir B, Jaarsma T, Klompstra L, Aidemark J, Askenäs L, Bahat Y, Ben Gal O, Berglund A, Berglund E, Höchsmann C, Plotnik M, Trappenburg J, Schmidt-Trucksäss A, Strömberg A. Let the games begin: Serious games in prevention and rehabilitation to improve outcomes in patients with cardiovascular disease. European Journal of Cardiovascular Nursing 2020;19(7):558 View
  2. Ghoman S, Schmölzer G. The RETAIN Simulation-Based Serious Game—A Review of the Literature. Healthcare 2019;8(1):3 View
  3. 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
  4. 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
  5. Tan N, Koh Y, Goh C, Ngoh S, Tan A, Sankari U, Lee S, Tay H, Lim S. An innovation involving self-surveillance and serious gaming to increase smoking quit rate: Protocol for a pilot randomized controlled trial. Tobacco Prevention & Cessation 2021;7(August):1 View
  6. Dantas A, do Nascimento M, Rusu C. Recognition of Emotions for People with Autism: An Approach to Improve Skills. International Journal of Computer Games Technology 2022;2022:1 View
  7. Rondina R, van Mierlo T, Fournier R. Testing Behavioral Nudges and Prompts in Digital Courses for the Self-guided Treatment of Depression and Anxiety: Protocol for a 3-Arm Randomized Controlled Trial. JMIR Research Protocols 2022;11(8):e37231 View
  8. 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
  9. Dantas A, do Nascimento M. Face emotions: improving emotional skills in individuals with autism. Multimedia Tools and Applications 2022;81(18):25947 View
  10. Oliveira R, Souza C, Reis A, Souza W. Gamification in E-Learning and Sustainability: A Theoretical Framework. Sustainability 2021;13(21):11945 View
  11. 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
  12. Cheng P, Huang Y, Yang P, Wang H, Xu B, Qu C, Zhang H. The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials. JMIR Serious Games 2024;12:e52990 View
  13. van Mierlo T, Rondina R, Fournier R. Nudges and Prompts Increase Engagement in Self-Guided Digital Health Treatment for Depression and Anxiety: Results From a 3-Arm Randomized Controlled Trial (Preprint). JMIR Formative Research 2023 View

Books/Policy Documents

  1. Dankov Y. Software Engineering Methods in Systems and Network Systems. View