Published on in Vol 11 (2023)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/45436, first published
.

Journals
- Kim S, Wilson P, Abraham O. Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review. JMIR Serious Games 2024;12:e58724 View
- Ghodousi Moghadam S, Mazloum Khorasani Z, Sharifzadeh N, Tabesh H. A mobile serious game about diabetes self-management: Design and evaluation. Heliyon 2024;10(18):e37755 View
- Villada Castillo J, Bohorquez Santiago L, Martínez García S. Optimization of Physics Learning Through Immersive Virtual Reality: A Study on the Efficacy of Serious Games. Applied Sciences 2025;15(6):3405 View
- DEMİRDÖVEN G. CEFR updates (2020)-based next-gen immersive learning in 5 steps. Frontiers in Education 2025;10 View
- José María E, Esteve-Faubel R, Chust-Pérez V, Botella-Quirant M. Fostering soft skills through collaborative music projects in the initial education stage of primary teachers. Social Sciences & Humanities Open 2025;12:101681 View
- López-Serrano A, McGowan N, Moreno-Ger P, Burgos D. Teaching soft skills in higher education through serious games: validation of the Compete! gamification. Smart Learning Environments 2025;12(1) View
- Jiang W, Li Y, Hu X, Ma D. Reframing individual roles in collaboration: digital identity construction and adaptive mechanisms for resistance-based professional skills in AI-human intelligence symbiosis. Frontiers in Psychology 2025;16 View
- Boldycheva A. Gamification and the Metaverse in Personnel Selection. Auditor 2025;11(7) View
- Marengo A, Pagano A, Santamato V. A machine learning framework for soft skills assessment: Leveraging serious games in higher education. Computers and Education: Artificial Intelligence 2025;9:100469 View
- Fantozzi I, Schiraldi M. Bridging education and industry: university challenges and serious games for professional skill development. The TQM Journal 2026;38(3):595 View
- Rienda-Gómez J, Villena-Martínez E, Sutil-Martín D, García-Muiña F. A mediation model for enhancing socioemotional and cognitive skills and facilitating knowledge management through serious board games: advancing intrinsic motivation. Journal of Knowledge Management 2025;29(11):83 View
- Saavedra Rossel K, Julcarima Arias T. Gamification and Social Skills: An Integrative Model for Future Education. GATR Journal of Business and Economics Review 2025;10(2):70 View
- Prasetya Y, Juwari , Arumsari A. Designing for Motivation: Psychological Mediators of Gamified Engagement in Digital Knowledge Work. Data : Journal of Information Systems and Management 2025;3(2):110 View
- Lyver M, Lees H. Bridging the employability gap: enhancing soft skills via business gaming simulations. Education + Training 2025;67(9):895 View
- Bartolomé J, del Río I, Martínez A, Aranguren A, Laña I, Alloza S. Game On: Exploring the Potential for Soft Skill Development Through Video Games. Information 2025;16(10):918 View
- Navas M, Fernández-del-Río E, Ramos-Villagrasa P. Using a serious game for a brief assessment of dark personality in the workplace. Frontiers in Psychology 2026;16 View
- Pum M, Mey D, Van S, Seung S. Gamification for Developing 21st-Century Skills in Education: A Review of Current Practices and Impacts. Interdisciplinary Educational Technology 2025;1(1):e103 View
- Nazim Z, Alvi A, Alharthi A, Ishaq K, Nawaz N, Yaseen S. Transforming Requirement Elicitation Through Gamification—A Comprehensive Review. Human Behavior and Emerging Technologies 2026;2026(1) View
- Pasi B, Dhamak P, Todkari V, Gholap V. AI-augmented remote work and career sustainability: an integrated analysis of adoption determinants, productivity dynamics and predictive outcomes. Journal of Organizational Effectiveness: People and Performance 2026:1 View
- Boutrouille M, Fichet L, Dinet J. A Serious Game for Soft Skills Assessment in Human Resources: A Cross-Sectional Within-Participant Convergent Validity Study (Preprint). JMIR Serious Games 2025 View
- . S, Kumar S. A systematic literature review of gamification in HRM using the TCCM model framework. Management Review Quarterly 2026 View
- Žujović L, Cvjetić A, Kecojević V, Gomilanović M, Stanić N, Bugarin D, Stanković T. A conceptual framework for improving employee training in surface mines through virtual reality and serious game. Journal of the Southern African Institute of Mining and Metallurgy 2026:335 View
- Song D, Guo J, Rao X, Hu X, Gu X, Chen J. Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on Bibliometric Analysis. Journal of Intelligence 2026;14(7):150 View
Books/Policy Documents
- Huzooree G, Soupramanien L, Rughoobur-Seetah S. Revitalizing Student Skills for Workforce Preparation. View
- Fu W, Fischer N, Kalaivanan K, Ong G, Oh A, Tripathi S, Ellefson M, Seow P, Teo C, Hung D. Serious Games. View
- Solano A, Peláez C, Romero H, Loaiza J, Bravo J, Cortés N, Beltran P. Human-Computer Interaction. View
- Rahiman H, Kodikal R. Transforming Organizational Culture Through Meta-Driven Human Resources. View
- Mocha-Bonilla Julio A, Javier S, Jose H, Israel M. Extended Reality. View
- Chrysafiadi K, Papadimitriou S, Virvou M. Artificial Intelligence XLII. View
Conference Proceedings
- dos Santos M, Fontana M, Nepomuceno V. Anais do XXIII Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2024). Sustainability Bank: Jogo com Propósito para o Ensino e Aprendizagem sobre Economia Circular View
- Chrysafiadi K, Papadimitriou S, Virvou M. 2025 16th International Conference on Information, Intelligence, Systems & Applications (IISA). Fuzzy Logic for Evaluating the Acquisition of Soft Skills Through Adaptive Scenarios in Game-Based Learning: The Case of EPATHLO View
- Samuel M, Duthie B, Corcoran C, Auala S, Bunnefeld N. Proceedings of the 21st International Conference on the Foundations of Digital Games. Integration of games and models as an approach to support inclusive environmental conservation View
