Published on in Vol 8, No 3 (2020): Jul-Sep
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/21813, first published
.
Journals
- Yalçın S, Çaylan N, Erat Nergiz M, Oflu A, Yıldız D, Tezol Ö, Çiçek Ş, Yurdakök K. Video game playing among preschoolers: prevalence and home environment in three provinces from Turkey. International Journal of Environmental Health Research 2022;32(10):2233 View
- Espinosa-Curiel I, Pozas-Bogarin E, Hernández-Arvizu M, Navarro-Jiménez M, Delgado-Pérez E, Martínez-Miranda J, Pérez-Espinosa H. HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study. JMIR Serious Games 2022;10(2):e33412 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
- Gibbons D, Freeman M. Decision‐making challenges: Group dynamics and boundary spanning in the CyberStrike game. Decision Sciences Journal of Innovative Education 2022;20(3):145 View
- Sit S, Lai A, Kwok T, Wong H, Wong Y, Chow E, Kwok Y, Wang M, Ho S, Lam T. Development and evaluation of two brief digital health promotion game booths utilizing augmented reality and motion detection to promote well-being at a gerontechnology summit in Hong Kong. Frontiers in Public Health 2022;10 View
- Ben Itzhak N, Franki I, Jansen B, Kostkova K, Wagemans J, Ortibus E. Usability and user experience of an individualized and adaptive game-based therapy for children with cerebral visual impairment. International Journal of Child-Computer Interaction 2023;35:100551 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
- Rohles B, Backes S, Fischbach A, Amadieu F, Koenig V. Creating positive learning experiences with technology: A field study on the effects of user experience for digital concept mapping. Heliyon 2022;8(4):e09246 View
- Ayoub A, Abdulla Alabbasi A, Morsy A. Gifted education in Egypt: analyses from a learning-resource perspective. Cogent Education 2022;9(1) View
- Matheus F, Jayadi R, Katchabaw M. Which Gating System Can Prevent Addiction to Online Games?. International Journal of Computer Games Technology 2023;2023:1 View
- Lamas S, Rebelo S, da Costa S, Sousa H, Zagalo N, Pinto E. The Influence of Serious Games in the Promotion of Healthy Diet and Physical Activity Health: A Systematic Review. Nutrients 2023;15(6):1399 View
- Amaefule C, Breitwieser J, Biedermann D, Nobbe L, Drachsler H, Brod G. Fostering children's acceptance of educational apps: The importance of designing enjoyable learning activities. British Journal of Educational Technology 2023;54(5):1351 View
- Bucher Della Torre S, Lages M, Dias S, Guarino M, Braga-Pontes C. Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study. JMIR Serious Games 2023;11:e43843 View
- Schultz B, Evans S, Bowditch J, Carter K, Rogers E, Donelan J, Dembowski A, Fraser H. Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS. PLOS Digital Health 2023;2(11):e0000374 View
- König L, Suhr R. The Effectiveness of Publicly Available Web-Based Interventions in Promoting Health App Use, Digital Health Literacy, and Media Literacy: Pre-Post Evaluation Study. Journal of Medical Internet Research 2023;25:e46336 View
- Beber R, Doviggi Meyer N, Felipetto G, Machado M, Santos M, Vargas C, Benedetti F. Digital Educational Game “O Jardim do Ferro”: A Tool for the Prevention of Iron Deficiency Anemia in Childhood. Games for Health Journal 2024;13(1):50 View
- Mendonça T, Carvalho S, Aljafari A, Hosey M, Costa L. Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach. Games for Health Journal 2024;13(4):268 View
- Capecchi S, Lieto A, Patti F, Pensa R, Rapp A, Vernero F, Zingaro S. A Gamified Platform to Support Educational Activities About Fake News in Social Media. IEEE Transactions on Learning Technologies 2024;17:1765 View
- García de Alba-Chávez C, Espinosa-Curiel I, Michel-Nava R. Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial. JMIR Serious Games 2024;12:e60771 View
- Zhang X, Jiang H, Qiao Z, Li P. Students’ Response to ChatGPT: An Adaptive Technology-To-Performance Model. Journal of Computer Information Systems 2024:1 View
- Sarasmita M, Lee Y, Chan F, Chen H. Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework. Journal of Medical Internet Research 2024;26:e49692 View
- Meyer N, Machado M, Viegas M, Marques C, Vargas C, Londero F, Benedetti F. IMPACT OF A SERIOUS GAME ON UNIVERSITY STUDENTS’ KNOWLEDGE ABOUT HEALTHY EATING FOR CHILDREN UNDER TWO YEARS OLD (Preprint). JMIR Pediatrics and Parenting 2024 View
Books/Policy Documents
- Sau J, Boada I, Josa A, Sánchez-Pascuala Gómez L. Games and Learning Alliance. View