@Article{info:doi/10.2196/52785, author="Egger, Jan and Gsaxner, Christina and Luijten, Gijs and Chen, Jianxu and Chen, Xiaojun and Bian, Jiang and Kleesiek, Jens and Puladi, Behrus", title="Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine", journal="JMIR Serious Games", year="2024", month="Sep", day="18", volume="12", pages="e52785", keywords="Apple Vision Pro", keywords="mixed reality", keywords="augmented reality", keywords="virtual reality", keywords="health care", keywords="mobile phone", doi="10.2196/52785", url="https://games.jmir.org/2024/1/e52785", url="http://www.ncbi.nlm.nih.gov/pubmed/39292499" } @Article{info:doi/10.2196/50066, author="Berglund, Aseel and Klompstra, Leonie and Or{\"a}dd, Helena and Fallstr{\"o}m, Johan and Str{\"o}mberg, Anna and Jaarsma, Tiny and Berglund, Erik", title="The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure", journal="JMIR Serious Games", year="2024", month="Aug", day="21", volume="12", pages="e50066", keywords="sedentary", keywords="exercise", keywords="exertion", keywords="exergames", keywords="technology", keywords="training", keywords="inactivity", keywords="eHealth application", keywords="heart disease", keywords="physical activity", doi="10.2196/50066", url="https://games.jmir.org/2024/1/e50066" } @Article{info:doi/10.2196/49263, author="Crespo-Martinez, Esteban and Bueno, Salvador and Gallego, Dolores M.", title="A Video Game for Entrepreneurship Learning in Ecuador: Development Study", journal="JMIR Form Res", year="2023", month="Oct", day="11", volume="7", pages="e49263", keywords="video game", keywords="computer game", keywords="serious game", keywords="Unity 3D platform", keywords="entrepreneurship", keywords="business simulator", abstract="Background: Games have been a part of human life since ancient times and are taught to children and adults who want to simultaneously have fun and learn. Nevertheless, in the third decade of this century, technology invites us to consider using video games to learn topics such as entrepreneurship. However, developing a serious game (SG) is difficult because everyone who forms part of the game development team requires adequate learning resources to acquire the necessary information and improve their game development skills. Objective: This work aimed to detail the experience gained in developing ATIC (Aprende, Trabaja, Innova, Conquista [learn, work, innovate, conquer]), an SG proposed for teaching and learning entrepreneurship. Methods: To develop a videogame, first, we established a game development team formed by professors, professionals, and students who have different roles in this project. Scrum was adopted as a project management method. To create concept art for the video game, designers collected ideas from various games, known as ``getting references.'' In contrast, narratology considers the life of a recent university graduate immersed in real life, considering locations, characteristics, and representative characters from an essential city of Ecuador Results: In a Unity 3D video game in ATIC, the life of a university student who graduates and ventures into a world full of opportunities, barriers, and risks, where the player needs to make decisions, is simulated. The art of this video game, including sounds and music, is based on the landscape and characteristics of and characters from Cuenca, Ecuador. The game aims to teach entrepreneurs the mechanisms and processes to form their businesses. Thus, we developed the following elements of an SG: (1) world, (2) objects, (3) agents, and (4) events. Conclusions: The narrative, mechanics, and art of video games are relevant. However, project management tools such as leaderboards and appointments are crucial to influencing individuals' decision to continue to play, or not play, an SG. Developing a serious video game is not an easy task. It was essential to consider many factors, such as the video game audience, needs of learning, context, similarities with the real world, narrative, game mechanics, game art, and game sounds. However, overall, the primary purpose of a serious video game is to transmit knowledge in a fun way and to give adequate and timely feedback to the gamer. Finally, nothing is possible if the members of game development team are not satisfied with the project and not clear about their roles. ", doi="10.2196/49263", url="https://formative.jmir.org/2023/1/e49263", url="http://www.ncbi.nlm.nih.gov/pubmed/37819700" } @Article{info:doi/10.2196/42173, author="Lukka, Lauri and Palva, Matias J.", title="The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment", journal="JMIR Serious Games", year="2023", month="Sep", day="4", volume="11", pages="e42173", keywords="digital mental health interventions", keywords="development frameworks", keywords="gamification", keywords="game-based interventions", keywords="intervention development", keywords="mental health", keywords="paradigms", keywords="serious games", doi="10.2196/42173", url="https://games.jmir.org/2023/1/e42173", url="http://www.ncbi.nlm.nih.gov/pubmed/37665624" } @Article{info:doi/10.2196/43388, author="Paquin, Vincent and Ferrari, Manuela and Sekhon, Harmehr and Rej, Soham", title="Time to Think ``Meta'': A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health", journal="JMIR Serious Games", year="2023", month="Feb", day="7", volume="11", pages="e43388", keywords="metaverse", keywords="digital media", keywords="virtual reality", keywords="mental health", keywords="addiction", keywords="social functioning", keywords="virtual", keywords="technology", keywords="augmented reality", keywords="gaming", keywords="social media", keywords="cognitive", keywords="physical activity", keywords="behavior", keywords="psychological", keywords="development", keywords="patient", keywords="policy", doi="10.2196/43388", url="https://games.jmir.org/2023/1/e43388", url="http://www.ncbi.nlm.nih.gov/pubmed/36661284" } @Article{info:doi/10.2196/38192, author="Temprado, Jean-Jacques and Torre, Maria Marta", title="Are Conventional Combined Training Interventions and Exergames Two Facets of the Same Coin to Improve Brain and Cognition in Healthy Older Adults? Data-Based Viewpoint", journal="JMIR Serious Games", year="2022", month="Oct", day="3", volume="10", number="4", pages="e38192", keywords="aging", keywords="older", keywords="gerontology", keywords="exergame", keywords="physical activity", keywords="cognition", keywords="training", keywords="intervention", keywords="cognitive", keywords="brain", keywords="older adult", keywords="motor skills", keywords="exercise", keywords="physical", keywords="motor", keywords="combined training", doi="10.2196/38192", url="https://games.jmir.org/2022/4/e38192", url="http://www.ncbi.nlm.nih.gov/pubmed/36190757" } @Article{info:doi/10.2196/28595, author="Ricci, Serena and Calandrino, Andrea and Borgonovo, Giacomo and Chirico, Marco and Casadio, Maura", title="Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training", journal="JMIR Serious Games", year="2022", month="Mar", day="23", volume="10", number="1", pages="e28595", keywords="basic and advanced life support", keywords="first aid", keywords="cardiopulmonary resuscitation", keywords="emergency", keywords="training", keywords="simulation training", keywords="medical simulation", keywords="healthcare simulation", keywords="virtual reality", keywords="augmented reality", doi="10.2196/28595", url="https://games.jmir.org/2022/1/e28595", url="http://www.ncbi.nlm.nih.gov/pubmed/35319477" } @Article{info:doi/10.2196/28079, author="Garske, Alexander Christian and Dyson, Matthew and Dupan, Sigrid and Morgan, Graham and Nazarpour, Kianoush", title="Serious Games Are Not Serious Enough for Myoelectric Prosthetics", journal="JMIR Serious Games", year="2021", month="Nov", day="8", volume="9", number="4", pages="e28079", keywords="rehabilitation", keywords="serious games", keywords="engagement", keywords="transfer", keywords="upper limb", keywords="arm prosthesis", keywords="virtual training", keywords="virtual games", doi="10.2196/28079", url="https://games.jmir.org/2021/4/e28079", url="http://www.ncbi.nlm.nih.gov/pubmed/34747715" } @Article{info:doi/10.2196/26575, author="Kowal, Magdalena and Conroy, Eoin and Ramsbottom, Niall and Smithies, Tim and Toth, Adam and Campbell, Mark", title="Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games", journal="JMIR Serious Games", year="2021", month="Jun", day="16", volume="9", number="2", pages="e26575", keywords="commercial video games", keywords="mobile phone", keywords="clinical", keywords="mental health disorders", keywords="psychotherapy", keywords="pandemic", keywords="accessibility", keywords="health care", doi="10.2196/26575", url="https://games.jmir.org/2021/2/e26575", url="http://www.ncbi.nlm.nih.gov/pubmed/34132648" } @Article{info:doi/10.2196/24049, author="Duca Iliescu, Monica Delia", title="The Impact of Artificial Intelligence on the Chess World", journal="JMIR Serious Games", year="2020", month="Dec", day="10", volume="8", number="4", pages="e24049", keywords="artificial intelligence", keywords="games", keywords="chess", keywords="AlphaZero", keywords="MuZero", keywords="cheat detection", keywords="coronavirus", doi="10.2196/24049", url="http://games.jmir.org/2020/4/e24049/", url="http://www.ncbi.nlm.nih.gov/pubmed/33300493" } @Article{info:doi/10.2196/19037, author="Caserman, Polona and Hoffmann, Katrin and M{\"u}ller, Philipp and Schaub, Marcel and Stra{\ss}burg, Katharina and Wiemeyer, Josef and Bruder, Regina and G{\"o}bel, Stefan", title="Quality Criteria for Serious Games: Serious Part, Game Part, and Balance", journal="JMIR Serious Games", year="2020", month="Jul", day="24", volume="8", number="3", pages="e19037", keywords="serious games", keywords="educational games", keywords="games for health", keywords="exergames", keywords="quality criteria", keywords="video games", doi="10.2196/19037", url="http://games.jmir.org/2020/3/e19037/", url="http://www.ncbi.nlm.nih.gov/pubmed/32706669" } @Article{info:doi/10.2196/15422, author="Zulkiewicz, A. Brittany and Boudewyns, Vanessa and Gupta, Catherine and Kirschenbaum, Ari and Lewis, A. Megan", title="Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned", journal="JMIR Serious Games", year="2020", month="Jan", day="6", volume="8", number="1", pages="e15422", keywords="virtual reality", keywords="360-degree video", keywords="empathy", keywords="migraine disorders", keywords="health personnel", keywords="medical education", doi="10.2196/15422", url="https://games.jmir.org/2020/1/e15422", url="http://www.ncbi.nlm.nih.gov/pubmed/31904577" } @Article{info:doi/10.2196/12130, author="van de Weijer, CF Sjors and Kuijf, L. Mark and de Vries, M. Nienke and Bloem, R. Bastiaan and Duits, A. Annelien", title="Do-It-Yourself Gamified Cognitive Training: Viewpoint", journal="JMIR Serious Games", year="2019", month="May", day="07", volume="7", number="2", pages="e12130", keywords="cognitive remediation", keywords="Parkinson disease", keywords="video games", doi="10.2196/12130", url="http://games.jmir.org/2019/2/e12130/", url="http://www.ncbi.nlm.nih.gov/pubmed/31066713" }