2020
Vol. 8 (2020)
Vol 8, No 1 (2020): Jan-Mar
Viewpoints and Personal Experiences on Gaming and Games
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Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned
JMIR Serious Games 2020 (Jan 06); 8(1):e15422
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Serious Games for Education
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Learning to Read by Learning to Write: Evaluation of a Serious Game to Foster Business Process Model Comprehension
JMIR Serious Games 2020 (Jan 09); 8(1):e15374
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The Adoption of a Virtual Reality–Assisted Training System for Mental Rotation: A Partial Least Squares Structural Equation Modeling Approach
JMIR Serious Games 2020 (Jan 17); 8(1):e14548
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Using String Metrics to Improve the Design of Virtual Conversational Characters: Behavior Simulator Development Study
JMIR Serious Games 2020 (Feb 27); 8(1):e15349
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Serious Games for Health and Medicine
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Improving Maximal Strength in the Initial Postoperative Phase After Anterior Cruciate Ligament Reconstruction Surgery: Randomized Controlled Trial of an App-Based Serious Gaming Approach
JMIR Serious Games 2020 (Jan 24); 8(1):e14282
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Engaging African American Youth in the Development of a Serious Mobile Game for Sexual Health Education: Mixed Methods Study
JMIR Serious Games 2020 (Jan 31); 8(1):e16254
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Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping Review
JMIR Serious Games 2020 (Jan 31); 8(1):e14565
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Games for Medical Education and Training
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Learner Analysis to Inform the Design and Development of a Serious Game for Nongaming Female Emerging Health Care Preprofessionals: Qualitative Sample Study
JMIR Serious Games 2020 (Feb 06); 8(1):e16003
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Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
JMIR Serious Games 2020 (Mar 05); 8(1):e13459
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Vol 8, No 2 (2020): Apr-Jun
Serious Games for Health and Medicine
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Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation
JMIR Serious Games 2020 (Apr 01); 8(2):e14182
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Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster
JMIR Serious Games 2020 (Apr 13); 8(2):e16431
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Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review
JMIR Serious Games 2020 (Apr 29); 8(2):e16096
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Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study
JMIR Serious Games 2020 (Apr 29); 8(2):e17807
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Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study
JMIR Serious Games 2020 (May 04); 8(2):e17295
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Can Social Communication Skills for Children Diagnosed With Autism Spectrum Disorder Rehearsed Inside the Video Game Environment of Minecraft Generalize to the Real World?
JMIR Serious Games 2020 (May 12); 8(2):e14369
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Serious Games for Education
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Using a Virtual Serious Game (Deusto-e-motion1.0) to Assess the Theory of Mind in Primary School Children: Observational Descriptive Study
JMIR Serious Games 2020 (Apr 02); 8(2):e12971
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Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study
JMIR Serious Games 2020 (Apr 16); 8(2):e13190
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Corrigenda and Addenda
View E-collection for ‘Corrigenda and Addenda’Correction: Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
JMIR Serious Games 2020 (Apr 28); 8(2):e18515
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Games for Medical Education and Training
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Construct Validity of a Serious Game for Laparoscopic Skills Training: Validation Study
JMIR Serious Games 2020 (May 07); 8(2):e17222
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Gamification
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Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review
JMIR Serious Games 2020 (May 18); 8(2):e16983
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