Published on in Vol 8, No 3 (2020): Jul-Sep
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/19037, first published
.

Journals
- 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
- Gaspar J, Lage E, Silva F, Mineiro É, Oliveira I, Oliveira I, Souza R, Gusmão J, De Souza C, Reis Z. A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study. JMIR Serious Games 2020;8(4):e25226 View
- Dias S, Diniz J, Konstantinidis E, Savvidis T, Zilidou V, Bamidis P, Grammatikopoulou A, Dimitropoulos K, Grammalidis N, Jaeger H, Stadtschnitzer M, Silva H, Telo G, Ioakeimidis I, Ntakakis G, Karayiannis F, Huchet E, Hoermann V, Filis K, Theodoropoulou E, Lyberopoulos G, Kyritsis K, Papadopoulos A, Depoulos A, Trivedi D, Chaudhuri R, Klingelhoefer L, Reichmann H, Bostantzopoulou S, Katsarou Z, Iakovakis D, Hadjidimitriou S, Charisis V, Apostolidis G, Hadjileontiadis L. Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease. Frontiers in Psychology 2021;11 View
- Temprado J. Can Exergames Be Improved to Better Enhance Behavioral Adaptability in Older Adults? An Ecological Dynamics Perspective. Frontiers in Aging Neuroscience 2021;13 View
- 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
- Rosenthal S, Ratan R. Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model. Computers & Education 2022;182:104480 View
- Lanningham-Foster L, Wolff M, Woodall S, Hollis J. The Development of Virtual Worlds as a Tool for Providing Virtual Grocery Store Tours. Dietetics 2022;1(2):54 View
- 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
- Roba J, Kuppens T, Janssens L, Smeets A, Manshoven S, Struyven K. Serious Games in Secondary Education to Introduce Circular Economy: Experiences With the Game EcoCEO. Frontiers in Sustainability 2021;2 View
- Almeida F, Buzady Z. Development of soft skills competencies through the use of FLIGBY. Technology, Pedagogy and Education 2022;31(4):417 View
- Gordillo A, Lopez-Fernandez D, Tovar E. Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education. IEEE Transactions on Education 2022;65(4):524 View
- GÜNBAŞ N, ÖZTÜRK A. Eğitim bilişim ağı (EBA) içeriklerinde yer alan dijital matematik oyunlarının Bloom taksonomisine göre incelenmesi. e-Kafkas Eğitim Araştırmaları Dergisi 2022;9(1):253 View
- Mahboobeh D, Dias S, Khandoker A, Hadjileontiadis L. Machine Learning-Based Analysis of Digital Movement Assessment and ExerGame Scores for Parkinson's Disease Severity Estimation. Frontiers in Psychology 2022;13 View
- Derks S, Willemen A, Sterkenburg P. Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games. International Journal of Child-Computer Interaction 2022;33:100488 View
- Dapica R, Hernández A, Peinado F. Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios. Entertainment Computing 2022;43:100510 View
- Hoffmann K, Wiemeyer J, Shaharudin S. Physical and motivational effects of Exergames in healthy adults—Protocol for a systematic review and meta-analysis. PLOS ONE 2022;17(4):e0266913 View
- Gordillo A, Barra E, Quemada J. SGAME: An Authoring Tool to Easily Create Educational Video Games by Integrating SCORM-Compliant Learning Objects. IEEE Access 2021;9:126414 View
- Villarejo-Carballido B, Pulido C, Tejedor S. Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game. Future Internet 2022;14(11):329 View
- Montalbano L, Gallo L, Ferrante G, Malizia V, Cilluffo G, Fasola S, Alesi M, La Grutta S. Serious Games: A new Approach to Foster Information and Practices About Covid-19?. Frontiers in Robotics and AI 2022;9 View
- Martinez K, Menéndez-Menéndez M, Bustillo A. A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model. Applied Sciences 2022;12(22):11757 View
- Caserman P, Liu S, Gobel S. Full-Body Motion Recognition in Immersive- Virtual-Reality-Based Exergame. IEEE Transactions on Games 2022;14(2):243 View
- Nasution N, Jin X, Singgih I. Classifying games in container terminal logistics field: A systematic review. Entertainment Computing 2022;40:100465 View
- Moro C, Phelps C, Birt J. Improving serious games by crowdsourcing feedback from the STEAM online gaming community. The Internet and Higher Education 2022;55:100874 View
- Vacca R, Augello A, Gallo L, Caggianese G, Malizia V, La Grutta S, Murero M, Valenti D, Tullo A, Balech B, Marzano F, Ghezzo A, Tancredi G, Turchetta A, Riccio M, Bravaccio C, Scala I. Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders. Neuroscience & Biobehavioral Reviews 2023;149:105156 View
- Marinelli C, Nardacchione G, Trotta E, Di Fuccio R, Palladino P, Traetta L, Limone P. The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review. Applied Sciences 2023;13(7):4512 View
- Smith A, Khawly G, Jann J, Zetina A, Padilla J, Schnall R. A Review of Serious Gaming as an Intervention for HIV Prevention. Current HIV/AIDS Reports 2023;20(4):181 View
- Craig S, Stark P, Wilson C, Carter G, Clarke S, Mitchell G. Evaluation of a dementia awareness game for undergraduate nursing students in Northern Ireland: a Pre-/Post-Test study. BMC Nursing 2023;22(1) View
- He Z, Liu Y, Wang X, Li R, Lv N. Gamified Entrepreneurship Courses Motivate College Students’ Satisfaction: An Integrated Flow Framework. SAGE Open 2023;13(2):215824402311770 View
- Seraji F, olsadat Musavi H. Does applying the principles of constructivism learning add to the popularity of serious games? A systematic mixed studies review. Entertainment Computing 2023;47:100585 View
- Dias S, Jelinek H, Hadjileontiadis L. Multisensed Emotions as Adaptation Controllers in Human-to-Serious NeuroGames Communication. IEEE Communications Magazine 2023;61(10):38 View
- Abraham O, Koeberl C, McCarthy T. MedSMA℞T Adventures in PharmaCity Game: Youth Experiences and Recommendation for Use in Opioid Safety Education. Pharmacy 2023;11(5):143 View
- Abraham O, Nixon G, Seitz L. Parents’ Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity. JMIR Serious Games 2023;11:e49382 View
- Caserman P, Baumgartner K, Göbel S, Korn O. A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance. Multimedia Tools and Applications 2023 View
- Cieślik B, Mazurek J, Wrzeciono A, Maistrello L, Szczepańska-Gieracha J, Conte P, Kiper P. Examining technology-assisted rehabilitation for older adults’ functional mobility: a network meta-analysis on efficacy and acceptability. npj Digital Medicine 2023;6(1) View
- Sari R, Tanika L, Speelman E, Saputra D, Hakim A, Rozendaal D, Hairiah K, van Noordwijk M. Farmer Options and Risks in Complex Ecological-Social systems: The FORCES game designed for agroforestry management of upper watersheds. Agricultural Systems 2024;213:103782 View
Books/Policy Documents
- Gaytán-Lugo L. Digital Pedagogies and the Transformation of Language Education. View
- Mateus De Oro C, Jabba Molinares D, María Erazo Coronado A, M. Campis Carrillo R. Pedagogy - Challenges, Recent Advances, New Perspectives, and Applications. View
- Cutumisu M, Ghoman S, Schmölzer G. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
- Wankmüller F, Graulich D, Rochholz F, Fiene C, Siegmund A. Digitale Bildung für nachhaltige Entwicklung. View
- Humpire J, Vidal M, Moina M, Colque M, Sulla-Torres J. Intelligent Computing. View
- Sonnberger J, Bruder R. E-Learning im digitalen Zeitalter. View
- Anderie L. Games Industry Management. View
- Tondorf D, Hounsell M. Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. View
- Veldhuizen-Ochodničanová E, Cotton R, Putney C, Brennan M, Haahr M. Serious Games. View
- Arlt F, Arlt H. Gamification of Life and the Gaming Society. View
- Körner K, Muczczek P, Knickrehm J. Games and Learning Alliance. View