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 .
Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

Journals

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. Ayoub A, Abdulla Alabbasi A, Morsy A. Gifted education in Egypt: analyses from a learning-resource perspective. Cogent Education 2022;9(1) View
  10. 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
  11. 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
  12. 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 View