2021
Vol. 9 (2021)
Vol 9, No 1 (2021): Jan-Mar
Exergames, Active Games and Gamification of Physical Activity
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Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial
JMIR Serious Games 2021 (Jan 06); 9(1):e16458
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A Co-Designed Active Video Game for Physical Activity Promotion in People With Chronic Obstructive Pulmonary Disease: Pilot Trial
JMIR Serious Games 2021 (Jan 27); 9(1):e23069
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A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers
JMIR Serious Games 2021 (Jan 29); 9(1):e23423
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Serious Games for Education
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Pupillary Responses for Cognitive Load Measurement to Classify Difficulty Levels in an Educational Video Game: Empirical Study
JMIR Serious Games 2021 (Jan 11); 9(1):e21620
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Formative Evaluation and Development of Games
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Managing Game-Related Conflict With Parents of Young Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality App
JMIR Serious Games 2021 (Jan 18); 9(1):e22494
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Serious Games for Health and Medicine
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Electronic Games for Facilitating Social Interaction Between Parents With Cancer and Their Children During Hospitalization: Interdisciplinary Game Development
JMIR Serious Games 2021 (Jan 21); 9(1):e16029
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Validation of a Portable Game Controller to Assess Peak Expiratory Flow Against Conventional Spirometry in Children: Cross-sectional Study
JMIR Serious Games 2021 (Jan 29); 9(1):e25052
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Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment
JMIR Serious Games 2021 (Feb 08); 9(1):e22802
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The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
JMIR Serious Games 2021 (Mar 03); 9(1):e20209
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Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study
JMIR Serious Games 2021 (Mar 09); 9(1):e22370
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Gamification
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Utilizing Theories and Evaluation in Digital Gaming Interventions to Increase Human Papillomavirus Vaccination Among Young Males: Qualitative Study
JMIR Serious Games 2021 (Jan 22); 9(1):e21303
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Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity
JMIR Serious Games 2021 (Mar 12); 9(1):e25063
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Games for Medical Education and Training
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Serious Games for Improving Technical Skills in Medicine: Scoping Review
JMIR Serious Games 2021 (Jan 25); 9(1):e24093
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Game Development
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A Web-Based Game for Young Adolescents to Improve Parental Communication and Prevent Unintended Pregnancy and Sexually Transmitted Infections (The Secret of Seven Stones): Development and Feasibility Study
JMIR Serious Games 2021 (Jan 27); 9(1):e23088
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Games for Rehabilitation
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Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers
JMIR Serious Games 2021 (Feb 01); 9(1):e23710
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Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
JMIR Serious Games 2021 (Feb 04); 9(1):e17017
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Game Addiction and Other Unintended Consequences
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Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
JMIR Serious Games 2021 (Feb 09); 9(1):e23886
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Discretionary Corrigenda
View E-collection for ‘Discretionary Corrigenda’Correction: Using Serious Games for Antismoking Health Campaigns: Experimental Study
JMIR Serious Games 2021 (Mar 08); 9(1):e28180
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Game Design and Efficacy of Game Elements
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Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study
JMIR Serious Games 2021 (Mar 11); 9(1):e21988
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Games for Cognitive Assessment
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Application of Eye Tracking in Puzzle Games for Adjunct Cognitive Markers: Pilot Observational Study in Older Adults
JMIR Serious Games 2021 (Mar 22); 9(1):e24151
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