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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Gamifying Parenting Education Using an App Developed for Pacific and Other New Zealand Families (Play Kindly): Qualitative Study
JMIR Serious Games 2020 (Jun 10); 8(2):e15647
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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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Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module
JMIR Serious Games 2020 (Jun 12); 8(2):e20173
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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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Game Design and Efficacy of Game Elements
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
JMIR Serious Games 2020 (May 25); 8(2):e15967
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Usability of Games and Gamification
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Development and Preliminary Usability Evaluation of a Somatosensory Square Dance System for Older Chinese Persons: Mixed Methods Study
JMIR Serious Games 2020 (May 28); 8(2):e16000
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User Needs Assessment for Games
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Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University
JMIR Serious Games 2020 (Jun 03); 8(2):e16216
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Games for Cognitive Assessment
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Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study
JMIR Serious Games 2020 (Jun 12); 8(2):e17121
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Exergames, Active Games and Gamification of Physical Activity
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Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study
JMIR Serious Games 2020 (Jun 12); 8(2):e17112
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Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis
JMIR Serious Games 2020 (Jun 15); 8(2):e16261
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Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study
JMIR Serious Games 2020 (Jun 17); 8(2):e15635
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