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LabHuman Institute, Spain
Universidad Politécnica de Valencia, Spain
Mariano Alcañiz’s research focuses on persuasive technologies, the use of mobile technologies for human behavior tracking, and the use of interactive 3D graphics in serious games. More specifically, he is interested in how virtual reality related technologies could augment human abilities and performance in fields like medicine, health, education and marketing. He is interested in understanding and classifying the relevant significance of each aspect of the human activity and how to use this information in computer mediated technologies for enhancing human abilities and quality of life. His objectives are to improve interactive technology in virtual environments used in different formats and the development of algorithms, methods, and techniques for ubiquitous and non-obtrusive measurement of human activity.
Mariano Alcañiz is a professor at the Polytechnic University of Valencia (Spain) and Director of the Human-Centered Technology Institute (LabHuman). He is a professor of Biomedical Engineering and has courtesy appointments in Virtual Reality. Mariano has over 100 publications in the area of computer mediated human activity and patents on augmented reality and computer aided surgery. He has been coordinator of various European projects and national research projects related to the area. He is also coordinator of several national R&D programs of excellence. He is the National Program Coordinator of the Information Society Technology (IST) of the Ministry of Science and Innovation of Spain and he is the Spanish representative for ICT area at the Horizon 2020 European Research program Committee.
He has been founder of several spin-off companies related to his research field.
Lille 1 University, France
Play Research Lab, Ludoscience, France
Lutin UserLab, France
Julian Alvarez is interested in the use of play in all areas, especially in education, health, and information & communication. His specialty is focused on the evaluation of serious games / serious gaming devices and their uses. The question of the adoption of games by ecosystems (eg, hospitals, schools, and companies) and accompaniments is central. Julian’s research also focuses on the history and taxonomy of video games and electronic games.
Julian Alvarez was awarded his PhD in IT and Communication Science in 2007 at the University of Toulouse 2. Since 2012, he has been a part-time university professor, working in the CIREL Laboratory of the Educational Science Department at the University of Lille 1. He specializes in TICe (IT and communication technologies for education), particularly in serious games. His research works focuses on the typology of serious games, their development, and distribution in the areas of training, health care, and marketing. Concurrently, he also teaches classes in project management and serious games design and development at Supinfogame Rubika in Valenciennes and the University of Lille 1 and Toulouse 3. He has contributed to the design and development of over 150 advergames (advertisement games), edugames (edutainment games) and casual games (small video games). His projects were produced for Editions Milan, Dupuis, TF1, La Cité de l’espace, the CNeS, the CNRS, the eNaC, the Académie de Toulouse, and Orange Labs.
Iowa State University, USA
Craig Anderson obtained his PhD at Stanford University in 1980 and has over 160 publications in the areas of social, personality, and cognitive psychology. His primary interest in recent years has been on the effects of violent and nonviolent media on children and adolescents. His 2007 book Violent Video Game Effects on Children and Adolescents (Oxford University Press) reported the first major longitudinal study in this domain. His 2010 meta-analysis of this domain is now the standard reference. His team was also the first to report positive effects of playing prosocial games, and is also interested in positive uses of games for social, educational, health, and developmental purposes.
Health On the Net Foundation, Switzerland
Celia Boyer’s research focus is on the impact of serious gaming in information delivery for various audiences, as well as the role of the debriefings after using health serious games. Celia is also interested in the transparency and the quality of serious games.
Celia Boyer is the Executive Director of the Health On the Net Foundation (HON), a non-profit organization that promotes and guides the deployment of useful and trustworthy online health information and its appropriate and efficient use. From her education and her years of experience in the field, Celia is widely recognized as an expert in the quality assessment of medical information on the Internet. She has taken part in multiple projects at both European and international levels. Her latest achievement is acting as a work package leader in the European Commission funded projectKHRESMOI, started in 2010, which aims to develop a multi-lingual, multi-modal search and access system for biomedical information and documents. In addition, she is highly involved in other EU research activities and explore new domains for delivering online health information such as health serious games. She has participated in Segamed in 2012, specialized in Health Serious Gaming.
“JSG : advances and benefits of delivering health information via serious gaming”
AlterSpark Corp., Canada
University of Wolverhampton, England
Brian’s research focus is on the ingredients, principles, or mechanics used by digital technology to elicit changes in user knowledge, attitudes or behavior.
Since 1997, Brian Cugelman has built his career on social mobilization, digital campaigning, and program evaluation, with his academic research focused on the science of Internet behavior change and persuasion. He obtained his PhD in Online Social Marketing with a world leading Internet research team.
“Whether publishing fascinating discoveries or triggering some the field's most important debates, JMIR has contributed so much to the science of digital health.”
University of Illinois at Chicago, USA
Ben Gerber’s research focus is on behavior change and health education in the context of chronic disease self-management.
Ben Gerber is an internist, health services researcher, and software developer. He has developed various educational, entertaining, and interactive apps and online resources to support chronic disease self-management, and evaluated several of them through randomized controlled trials.
“JMIR is an outstanding journal in the field - a top journal in eHealth.”
Hospital Italiano de Buenos Aires, Argentina
Currently I am working on the use of game elements in Patient Health Records and also Patient Adherence to treatments.
Guido Giunti, MD graduated from the Faculty of Medicine of the Universidad de Buenos Aires where he now teaches Internal Medicine and organizes TEDxUBA, the University's TEDx event.
In 2001 when he was 17 years old he was part of the team that created Argentum Online, the first MMORPG (Massive Online Role Playing Game) developed in Latin America.
He has been founder of several spin-off companies related with his research field.
He is a writer at iMedicalApps.com, the leading online publication in mobile health, written by healthcare professionals and for healthcare professionals. Guido is currently researching gamification and the application of games to healthcare and medical education at the Hospital Italiano de Buenos Aires.
“In a world where the gamer base keeps increasing more and more JSG is a needed space for healthcare professionals to discuss and find new information.”
Flevo Ziekenhuis, Netherlands
Maurits Graafland’s research interests include simulation, serious gaming, surgical skills assessment, and curriculum development.
Maurits Graafland is a surgical resident, currently finishing his thesis “Serious Gaming in Surgical Education”. His research interests include simulation, serious gaming, surgical skills assessment and curriculum development.
Birmingham City University, UK
Daria Kuss’s research focuses on potentially pathological online behaviors and their treatment in various populations (adolescents, students, clinical populations, and mental health care professionals) across countries (Europe, US, and Canada). Her research methods are both qualitative and quantitative.
Daria Kuss studies potentially pathological online behaviors and their treatment in various populations (adolescents, students, clinical populations and mental healthcare professionals) across countries (Europe, US, and Canada). She has published numerous peer-reviewed journal articles, book chapters, and reports, and regularly presents her research at international conferences. Recently, she has published her first book on online gaming and popular media culture.
Politecnico di Milano, Italy
Emanuele Lettieri's research interests are about organizing healthcare for sustainable effectiveness by radically rethinking its current paradigms. In particular, he is interested to promote significant changes through the implementation of cost-effective, technology-enabled innovations, such as serious games.
Emanuele Lettieri is researcher at the Department of Management, Economics and Industrial Engineering at Politecnico di Milano and lecturer of Economics and Business Administration at Politecnico di Milano and lecturer in cost accounting, performance management, business performance reengineering and health technology assessment Courses at MIP - Politecnico di Milano. He is an expert on the assessment of technology-enabled innovations of current paradigms of care delivery within the Health Technology Assessment (HTA) discipline.
“Be Serious: Game your Health! JSG debates how.”
University of Albany, USA
Ricky Leung’s research focuses on social network analysis, cross cultural / transnational games, games for health-related purposes, games and public health, and games for education.
Ricky Leung is an assistant professor in health management at SUNY-Albany. He is experienced in health research, including social media applications, games, informatics, and emerging technology.
“Given its ambitious scope and high quality papers, JSG will become the leading journal in the field of serious games.”
University of Florida, USA
Anna McDaniel’s research focus is on nicotine addiction/tobacco control.
Anna McDaniel is best known for her research in the subspecialty of consumer health informatics, focusing that work on the significant societal problem of tobacco control. Her award winning video game, Escape from Nicotinia, blended deep knowledge of the behavioral motivational strategies common to adolescents with smoking prevention concepts. It addressed the health promotion needs of teenage girls and was the prototype for the NCI Small Business Innovation Research grants (Phase I and II) to develop and test an anti-smoking video game.
Research Associate, Research Unit of the Royal College of Physicians & Surgeons of Canada, Canada
Dr. McDouglall is a qualitative researcher specializing in medical education and health care teamwork. He has taught and written on qualitative research methods, especially qualitative data analysis software.
Academic Medical Center of Amsterdam, Netherlands
Marlies Schijven’s research focuses on wearable technology, validation trajectories, situational awareness, and games aiming at training physicians/professionals in health care.
Marlies Schijven is a surgeon with extensive experience in designing and validating serious games and simulations. She has supervised several PhD's on the issue, and is immediate past-president of the Dutch Society for Simulation in Healthcare, program committee member of Games for Health Europe and Founder of the WATCH Society for use of Wearable Technology in Healthcare.
“Play a serious game a day -might keep the doctor away.”