Published on in Vol 9, No 2 (2021): Apr-Jun
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/26216, first published
.
![How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study](https://asset.jmir.pub/assets/c1286ee108231bf4a22a45539c7ead5c.png 480w,https://asset.jmir.pub/assets/c1286ee108231bf4a22a45539c7ead5c.png 960w,https://asset.jmir.pub/assets/c1286ee108231bf4a22a45539c7ead5c.png 1920w,https://asset.jmir.pub/assets/c1286ee108231bf4a22a45539c7ead5c.png 2500w)
Journals
- 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
- Messina A, Schyns M, Dozo B, Denoël V, Van Hulle R, Etienne A, Delroisse S, Bruyère O, D’Orio V, Fontaine S, Guillaume M, Lange A, Louppe G, Michel F, Nyssen A, Bureau F, Haubruge E, Donneau A, Gillet L, Saegerman C, Knight-Jones T. Developing a Video Game as an Awareness and Research Tool Based on SARS-CoV-2 Epidemiological Dynamics and Motivational Perspectives. Transboundary and Emerging Diseases 2023;2023:1 View
- Cheng C. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education. Journal of Computer Assisted Learning 2023;39(6):1939 View
- McConnell H, Duncan D, Stark P, Anderson T, McMahon J, Creighton L, Craig S, Carter G, Smart A, Alanazi A, Mitchell G. Enhancing COVID-19 Knowledge among Nursing Students: A Quantitative Study of a Digital Serious Game Intervention. Healthcare 2024;12(11):1066 View
- Ou L, Reifsnider E, Chen A, Todd M, Amresh A, Mun C. Using Gaming to Promote Vaccination Among Youth: A Systematic Review. SAGE Open Nursing 2024;10 View