Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Citing this Article

Right click to copy or hit: ctrl+c (cmd+c on mac)

Published on 24.11.17 in Vol 5, No 4 (2017): Oct-Dec

This paper is in the following e-collection/theme issue:

Works citing "The Role of Transfer in Designing Games and Simulations for Health: Systematic Review"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.7880):

(note that this is only a small subset of citations)

  1. Terlouw G, van't Veer JTB, Kuipers DA, Metselaar J. Context analysis, needs assessment and persona development: towards a digital game-like intervention for high functioning children with ASD to train social skills. Early Child Development and Care 2020;190(13):2050
    CrossRef
  2. Breuer J, Tolks D. Grenzen von „Serious Games for Health“. Prävention und Gesundheitsförderung 2018;13(4):327
    CrossRef
  3. Berte N, Perrenot C. Le compagnonnage en chirurgie à l’heure de la simulation. Journal de Chirurgie Viscérale 2020;157(3):S95
    CrossRef
  4. Soltani P, Figueiredo P, Vilas-Boas JP. Does exergaming drive future physical activity and sport intentions?. Journal of Health Psychology 2021;26(12):2173
    CrossRef
  5. Berte N, Perrenot C. Surgical apprenticeship in the era of simulation. Journal of Visceral Surgery 2020;157(3):S93
    CrossRef
  6. Pensak MJ, Lundsberg LS, Stanwood NL, Cutler AS, Gariepy AM. Development and Feasibility Testing of a Video Game to Reduce High-Risk Heterosexual Behavior in Spanish-Speaking Latinx Adolescents: Mixed Methods Study. JMIR Serious Games 2020;8(2):e17295
    CrossRef
  7. Thomas TH, Sivakumar V, Babichenko D, Grieve VLB, Klem ML. Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review. JMIR Serious Games 2020;8(3):e18687
    CrossRef
  8. . ‘The mannequin is more lifelike’: The significance of fidelity for students’ learning in simulation-based training in the social- and healthcare programmes. Nordic Journal of Vocational Education and Training 2019;:1
    CrossRef
  9. Glover K, Bodzin A. Learner Analysis to Inform the Design and Development of a Serious Game for Nongaming Female Emerging Health Care Preprofessionals: Qualitative Sample Study. JMIR Serious Games 2020;8(1):e16003
    CrossRef
  10. Alyami H, Alawami M, Lyndon M, Alyami M, Coomarasamy C, Henning M, Hill A, Sundram F. Impact of Using a 3D Visual Metaphor Serious Game to Teach History-Taking Content to Medical Students: Longitudinal Mixed Methods Pilot Study. JMIR Serious Games 2019;7(3):e13748
    CrossRef
  11. Kuipers DA, Terlouw G, Wartena BO, Prins JT, Pierie JPEN. Maximizing Authentic Learning and Real-World Problem-solving in Health Curricula Through Psychological Fidelity in a Game-Like Intervention: Development, Feasibility, and Pilot Studies. Medical Science Educator 2019;29(1):205
    CrossRef
  12. . Games for health research—past, present, and future. Prävention und Gesundheitsförderung 2018;13(4):333
    CrossRef
  13. Glover KR, Bodzin A. Learner-centric Design of a Hand Hygiene Serious Simulation Game for Grade 12 Emerging Health Professional Students. TechTrends 2021;65(3):379
    CrossRef
  14. Fens T, Dantuma-Wering CM, Taxis K. The Pharmacy Game-GIMMICS® a Simulation Game for Competency-Based Education. Pharmacy 2020;8(4):198
    CrossRef
  15. Neureiter D, Klieser E, Neumayer B, Winkelmann P, Urbas R, Kiesslich T.

    Feasibility of Kahoot! as a Real-Time Assessment Tool in (Histo-)pathology Classroom Teaching

    . Advances in Medical Education and Practice 2020;Volume 11:695
    CrossRef
  16. Carrillo López PJ, García Perujo M. Impacto del estado de alarma tras la COVID-19 en el consumo habitual de videojuegos en escolares de primaria. Innoeduca. International Journal of Technology and Educational Innovation 2022;8(2):14
    CrossRef
  17. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105
    CrossRef
  18. Yeung AWK, Parvanov ED, Hribersek M, Eibensteiner F, Klager E, Kletecka-Pulker M, Rössler B, Schebesta K, Willschke H, Atanasov AG, Schaden E. Digital Teaching in Medical Education: Scientific Literature Landscape Review. JMIR Medical Education 2022;8(1):e32747
    CrossRef
  19. Lateef F, Lim R, Loh MY, Pang KC, Wong M, Lew K, Madhavi S. Taking serious games forward in curriculum and assessment: Starting infusions right every time. Journal of Emergencies, Trauma, and Shock 2021;14(4):232
    CrossRef
  20. Veldmeijer L, Terlouw G, van ’t Veer J, Kuipers D. Harnessing virtual reality simulation in training healthcare workers in handling patients with suspected COVID-19 infections: results of training and lessons learned about design. Design for Health 2022;6(1):44
    CrossRef
  21. Dadaczynski K, Tolks D, Wrona KJ, Mc Call T, Fischer F. The untapped potential of Games for Health in times of crises. A critical reflection. Frontiers in Public Health 2023;11
    CrossRef
  22. Grimaldi MRM, Aguiar ASCD, Almeida PCD, Lima MMN, Roscoche KGC, Oliveira PMPD, Soares FMM, Pagliuca LMF. Jogo de tabuleiro sobre drogas psicoativas para pessoas com deficiência visual. Acta Paulista de Enfermagem 2022;35
    CrossRef
  23. Terlouw G, Kuipers D, Veldmeijer L, van 't Veer J, Prins J, Pierie J. Boundary Objects as Dialogical Learning Accelerators for Social Change in Design for Health: Systematic Review. JMIR Human Factors 2022;9(1):e31167
    CrossRef
  24. Keith MJ, Dean DL, Gaskin J, Anderson G. Team Building Through Team Video Games: Randomized Controlled Trial. JMIR Serious Games 2021;9(4):e28896
    CrossRef
  25. 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
    CrossRef
  26. Veldmeijer L, Terlouw G, Van Os J, Van Dijk O, Van 't Veer J, Boonstra N. The Involvement of Service Users and People With Lived Experience in Mental Health Care Innovation Through Design: Systematic Review. JMIR Mental Health 2023;10:e46590
    CrossRef
  27. . Digitale Spiele zur Förderung von körperlicher Aktivität und Fitness: Aktueller Stand, Chancen und Herausforderungen. B&G Bewegungstherapie und Gesundheitssport 2023;39(06):271
    CrossRef
  28. Gonullu I, Bayazit A, Erden S. Exploring medical students’ perceptions of individual and group-based clinical reasoning with virtual patients: a qualitative study. BMC Medical Education 2024;24(1)
    CrossRef
  29. Asadzadeh A, Shahrokhi H, Shalchi B, Khamnian Z, Rezaei-Hachesu P. Serious educational games for children: A comprehensive framework. Heliyon 2024;10(6):e28108
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.7880):

  1. Stofella A, Fadel LM. Handbook of Research on Promoting Economic and Social Development Through Serious Games. 2022. chapter 1:1
    CrossRef
  2. Cutumisu M, Ghoman SK, Schmölzer GM. Handbook of Research on Promoting Economic and Social Development Through Serious Games. 2022. chapter 11:221
    CrossRef
  3. Riel J, Lawless KA. Research Anthology on Developments in Gamification and Game-Based Learning. 2022. chapter 83:1703
    CrossRef
  4. . Reimagining Education: Studies and Stories for Effective Learning in an Evolving Digital Environment. 2023. Chapter 20:239
    CrossRef
  5. Kuipers DA, Kleiman F, Zantema L, Wenzler I. Simulation and Gaming for Social Impact. 2023. Chapter 11:165
    CrossRef