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

Preprints (earlier versions) of this paper are available at, 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


  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