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 .
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

Journals

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. Almeida F, Buzady Z. Development of soft skills competencies through the use of FLIGBY. Technology, Pedagogy and Education 2022;31(4):417 View
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. Nasution N, Jin X, Singgih I. Classifying games in container terminal logistics field: A systematic review. Entertainment Computing 2022;40:100465 View
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. 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
  30. 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
  31. 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
  32. 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
  33. 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;83(12):35175 View
  34. 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
  35. 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
  36. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019 View
  37. Low H, Ellefson M. Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics. Simulation & Gaming 2024;55(2):302 View
  38. Gordillo A, López-Fernández D, Mayor J. Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum. Applied Sciences 2024;14(2):830 View
  39. Atagbuzia C, Ng E, Natarajan G. Improving Behavioral-Based Safety Training in Using Verbal Commands Through a Theory-Driven and Feedback-Based Nonimmersive Virtual Reality Game: Development and Usability Study. JMIR Formative Research 2024;8:e48080 View
  40. Mao P, Cho D. Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage. Frontiers in Psychology 2024;15 View
  41. Besalti M, Smith G. High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games. Simulation & Gaming 2024;55(3):527 View
  42. Stamou S, Apostolakis K, Ntoa S, Margetis G, Stephanidis C. Museum-inspired Video Games as a Symbolic Transitional Justice Policy: Overview, Concepts and Research Directions. Games: Research and Practice 2024 View
  43. Ye L, Li J, Yang S, Hang Y. The effect of augmented reality-based serious game on traditional pattern learning. Interactive Learning Environments 2024:1 View
  44. Prats-Bisbe A, López-Carballo J, García-Molina A, Leno-Colorado D, García-Rudolph A, Opisso E, Jané R. Virtual Reality–Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study. JMIR Neurotechnology 2024;3:e50538 View
  45. Asadzadeh A, Shahrokhi H, Shalchi B, Khamnian Z, Rezaei-Hachesu P. Serious educational games for children: A comprehensive framework. Heliyon 2024;10(6):e28108 View
  46. Goretti A, Musacchio G. Serious Games for Seismic Risk Education: The Case of the ENP-CP Project. GeoHazards 2024;5(2):310 View
  47. Bressler M, Merk J, Gohlke T, Kayali F, Daigeler A, Kolbenschlag J, Prahm C. A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study (Preprint). JMIR Serious Games 2023 View
  48. Bunt L, Greeff J, Taylor E. Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework. JMIR Serious Games 2024;12:e48099 View
  49. Mitchell G, Rainey D, Healy M, Anderson T, Stark P, Kalu F, Monaghan C, Linden M. Employing a serious game intervention to promote adolescent school children’s perceptions of nursing and midwifery professions. BMC Nursing 2024;23(1) View
  50. Retz C, Klotzbier T, Ghellal S, Schott N. CIEMER in action: from development to application of a co-creative, interdisciplinary exergame design process in XR. Frontiers in Virtual Reality 2024;5 View
  51. Hashim J, Campelo A, Doyle-Baker P, Cossich V, Katz L. Comparison between six-week exergaming, conventional balance and no exercise training program on older adults’ balance and gait speed. International Journal of Computer Science in Sport 2024;23(1):93 View
  52. Chen G, Li C. The Impact of Web Game-Based Teaching Method on the Academic Performance of Students Majoring in Computer Science Department in a Vocational College in Chengdu. International Journal of Sociologies and Anthropologies Science Reviews 2024;4(3):595 View
  53. Craig S, Barry H, Carter G, Stark P, Mitchell G, Clarke S, Wilson C. Evaluation of a dementia awareness game for health professions students in Northern Ireland: a pre-/post-test study. BMC Medical Education 2024;24(1) View
  54. Schlarb A, Landwehr J, Schneider B, Prehn-Kristensen A, Quante M. Einschlafen mit einem Computerspiel?. Somnologie 2024 View

Books/Policy Documents

  1. Gaytán-Lugo L. Digital Pedagogies and the Transformation of Language Education. View
  2. Mateus De Oro C, Jabba Molinares D, María Erazo Coronado A, M. Campis Carrillo R. Pedagogy - Challenges, Recent Advances, New Perspectives, and Applications. View
  3. Cutumisu M, Ghoman S, Schmölzer G. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
  4. Wankmüller F, Graulich D, Rochholz F, Fiene C, Siegmund A. Digitale Bildung für nachhaltige Entwicklung. View
  5. Humpire J, Vidal M, Moina M, Colque M, Sulla-Torres J. Intelligent Computing. View
  6. Sonnberger J, Bruder R. E-Learning im digitalen Zeitalter. View
  7. Anderie L. Games Industry Management. View
  8. Tondorf D, Hounsell M. Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. View
  9. Veldhuizen-Ochodničanová E, Cotton R, Putney C, Brennan M, Haahr M. Serious Games. View
  10. Arlt F, Arlt H. Gamification of Life and the Gaming Society. View
  11. Körner K, Muczczek P, Knickrehm J. Games and Learning Alliance. View
  12. Tappe E, Gennat M. Game-Journalismus. View
  13. Makri E. Artificial Intelligence: Theory and Applications. View
  14. Zhang B, Taranikanti V. The Future of Television and Video Industry. View