%0 Journal Article %@ 2291-9279 %I JMIR Publications %V 12 %N %P e52785 %T Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine %A Egger,Jan %A Gsaxner,Christina %A Luijten,Gijs %A Chen,Jianxu %A Chen,Xiaojun %A Bian,Jiang %A Kleesiek,Jens %A Puladi,Behrus %+ Department of Oral and Maxillofacial Surgery & Institute of Medical Informatics, University Hospital RWTH Aachen, Pauwelsstraße 30, Aachen, 52074, Germany, 49 241 80 88231, bpuladi@ukaachen.de %K Apple Vision Pro %K mixed reality %K augmented reality %K virtual reality %K health care %K mobile phone %D 2024 %7 18.9.2024 %9 Viewpoint %J JMIR Serious Games %G English %X At the Worldwide Developers Conference in June 2023, Apple introduced the Vision Pro. The Apple Vision Pro (AVP) is a mixed reality headset; more specifically, it is a virtual reality device with an additional video see-through capability. The video see-through capability turns the AVP into an augmented reality (AR) device. The AR feature is enabled by streaming the real world via cameras on the (virtual reality) screens in front of the user’s eyes. This is, of course, not unique and is similar to other devices, such as the Varjo XR-3 (Varjo Technologies Oy). Nevertheless, the AVP has some interesting features, such as an inside-out screen that can show the headset wearer’s eyes to “outsiders,” and a button on the top, called the “digital crown,” that allows a seamless blend of digital content with the user’s physical space by turning it. In addition, it is untethered, except for the cable to the battery, which makes the headset more agile, compared to the Varjo XR-3. This could actually come closer to “The Ultimate Display,” which Ivan Sutherland had already sketched in 1965. After a great response from the media and social networks to the release, we were able to test and review the new AVP ourselves in March 2024. Including an expert survey with 13 of our colleagues after testing the AVP in our institute, this Viewpoint explores whether the AVP can overcome clinical challenges that AR especially still faces in the medical domain; we also go beyond this and discuss whether the AVP could support clinicians in essential tasks to allow them to spend more time with their patients. %M 39292499 %R 10.2196/52785 %U https://games.jmir.org/2024/1/e52785 %U https://doi.org/10.2196/52785 %U http://www.ncbi.nlm.nih.gov/pubmed/39292499 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 12 %N %P e50066 %T The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure %A Berglund,Aseel %A Klompstra,Leonie %A Orädd,Helena %A Fallström,Johan %A Strömberg,Anna %A Jaarsma,Tiny %A Berglund,Erik %K sedentary %K exercise %K exertion %K exergames %K technology %K training %K inactivity %K eHealth application %K heart disease %K physical activity %D 2024 %7 21.8.2024 %9 %J JMIR Serious Games %G English %X Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses such as heart failure. The primary aim of this viewpoint is to describe the underlying reasoning guiding the design choices made in developing a mobile exergame, Heart Farming, tailored specifically for sedentary older people diagnosed with heart failure. The goal of the exergame is to increase physical activity levels by increasing the daily walking duration of patients with heart failure by at least 10 minutes. The rationale guiding the design decisions of the mobile exergame is grounded in the thoughtful integration of gamification strategies tailored for application in cardiovascular care. This integration is achieved through applying gamification components, gamification elements, and gamification principles. The Heart Farming mobile exergame is about helping a farmer take care of and expand a virtual farm, with these activities taking place while the patient walks in the real world. The exergame can be adapted to individual preferences and physical condition regarding where, how, when, and how much to play and walk. The exergame is developed using augmented reality so it can be played both indoors and outdoors. Augmented reality technology is used to track the patients’ movement in the real world and to interpret that movement into events in the exergame rather than to augment the mobile user interface. %R 10.2196/50066 %U https://games.jmir.org/2024/1/e50066 %U https://doi.org/10.2196/50066 %0 Journal Article %@ 2561-326X %I JMIR Publications %V 7 %N %P e49263 %T A Video Game for Entrepreneurship Learning in Ecuador: Development Study %A Crespo-Martinez,Esteban %A Bueno,Salvador %A Gallego,M Dolores %+ Department of Business Organization and Marketing, Universidad Pablo de Olavide, Carretera Utreras 41089, Seville, 41013, Spain, 34 67 3404321, ecrespo@uazuay.edu.ec %K video game %K computer game %K serious game %K Unity 3D platform %K entrepreneurship %K business simulator %D 2023 %7 11.10.2023 %9 Viewpoint %J JMIR Form Res %G English %X 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. %M 37819700 %R 10.2196/49263 %U https://formative.jmir.org/2023/1/e49263 %U https://doi.org/10.2196/49263 %U http://www.ncbi.nlm.nih.gov/pubmed/37819700 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 11 %N %P e42173 %T The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment %A Lukka,Lauri %A Palva,J Matias %+ Department of Neuroscience and Biomedical Engineering, Aalto University, Rakentajanaukio 2, Espoo, 02150, Finland, 358 440375666, lauri.lukka@aalto.fi %K digital mental health interventions %K development frameworks %K gamification %K game-based interventions %K intervention development %K mental health %K paradigms %K serious games %D 2023 %7 4.9.2023 %9 Viewpoint %J JMIR Serious Games %G English %X Game elements are increasingly used to improve user engagement in digital mental health interventions, and specific game mechanics may yield therapeutic effects per se and thereby contribute to digital mental health intervention efficacy. However, only a few commercial game–based interventions are available. We suggest that the key challenge in their development reflects the tension between the 2 underlying paradigms, health care and entertainment, which have disparate goals and processes in digital development. We describe 3 approaches currently used to negotiate the 2 paradigms: the gamification of health care software, designing serious games, and purpose shifting existing entertainment games. We advanced an integrative framework to focus attention on 4 key themes in intervention development: target audience, engagement, mechanisms of action, and health-related effectiveness. On each theme, we show how the 2 paradigms contrast and can complement each other. Finally, we consider the 4 interdependent themes through the new product development phases from concept to production. Our viewpoint provides an integrative synthesis that facilitates the research, design, and development of game-based digital mental health interventions. %M 37665624 %R 10.2196/42173 %U https://games.jmir.org/2023/1/e42173 %U https://doi.org/10.2196/42173 %U http://www.ncbi.nlm.nih.gov/pubmed/37665624 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 11 %N %P e43388 %T Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health %A Paquin,Vincent %A Ferrari,Manuela %A Sekhon,Harmehr %A Rej,Soham %+ Department of Psychiatry, McGill University, 1033 Avenue des Pins, Montreal, QC, H3A 1A1, Canada, 1 514 398 4909, vincent.paquin2@mail.mcgill.ca %K metaverse %K digital media %K virtual reality %K mental health %K addiction %K social functioning %K virtual %K technology %K augmented reality %K gaming %K social media %K cognitive %K physical activity %K behavior %K psychological %K development %K patient %K policy %D 2023 %7 7.2.2023 %9 Viewpoint %J JMIR Serious Games %G English %X The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range of activities of daily life, from socializing and relaxing to gaming, shopping, and working. Because of its scope, its projected popularity, and its immersivity, the metaverse may pose unique opportunities and risks for mental health. In this viewpoint article, we integrate existing evidence on the mental health impacts of video games, social media, and virtual reality to anticipate how the metaverse could influence mental health. We outline 2 categories of mechanisms related to mental health: experiences or behaviors afforded by the metaverse and experiences or behaviors displaced by it. The metaverse may benefit mental health by affording control (over an avatar and its virtual environment), cognitive activation, physical activity, social connections, and a sense of autonomy and competence. However, repetitive rewarding experiences may lead to addiction-like behaviors, and high engagement in virtual worlds may facilitate and perpetuate the avoidance of challenges in the offline environment. Further, time spent in virtual worlds may displace (reduce) other determinants of mental health, such as sleep rhythms and offline social capital. Importantly, individuals will differ in their uses of and psychological responses to the metaverse, resulting in heterogeneous impacts on their mental health. Their technological motivations, developmental stage, sociodemographic context, and prior mental health problems are some of the factors that may modify and frame the positive and negative effects of the metaverse on their mental health. In conclusion, as the metaverse is being scaffolded by the industry and by its users, there is a window of opportunity for researchers, clinicians, and people with lived experience to coproduce knowledge on its possible impacts on mental health and illness, with the hope of influencing policy-making, technological development, and counseling of patients. %M 36661284 %R 10.2196/43388 %U https://games.jmir.org/2023/1/e43388 %U https://doi.org/10.2196/43388 %U http://www.ncbi.nlm.nih.gov/pubmed/36661284 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 10 %N 4 %P e38192 %T 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 %A Temprado,Jean-Jacques %A Torre,Marta Maria %+ Aix Marseille Université, Institut des Sciences du Mouvement, 163 Avenue de Luminy, BP 910, Marseille, 13288, France, 33 611837288, jean-jacques.temprado@univ-amu.fr %K aging %K older %K gerontology %K exergame %K physical activity %K cognition %K training %K intervention %K cognitive %K brain %K older adult %K motor skills %K exercise %K physical %K motor %K combined training %D 2022 %7 3.10.2022 %9 Viewpoint %J JMIR Serious Games %G English %X Combining physical, motor, and cognitive exercises is expected to be effective to attenuate age-related declines of brain and cognition in older adults. This can be achieved either by conventional interventions or by exergames. This paper aimed to determine whether conventional combined training and exergame interventions are two comparable ways for delivering combined training. In total, 24 studies on conventional training and 23 studies on exergames were selected and compared. A common framework was used to analyze both types of combined training interventions. Our analysis showed that conventional combined training interventions were more effective than separated physical and motor training to improve brain and cognition, while their superiority over cognitive training alone remains to be confirmed. Exergames scarcely led to cognitive benefits superior to those observed after physical, motor, or cognitive training alone. Thus, although both conventional training interventions and exergames allowed delivering combined training programs, they are not two facets of the same coin. Further studies that are more theoretically grounded are necessary to determine whether interventions delivered via exergames may lead to superior benefits compared to conventional separated and combined training interventions. %M 36190757 %R 10.2196/38192 %U https://games.jmir.org/2022/4/e38192 %U https://doi.org/10.2196/38192 %U http://www.ncbi.nlm.nih.gov/pubmed/36190757 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 10 %N 1 %P e28595 %T Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training %A Ricci,Serena %A Calandrino,Andrea %A Borgonovo,Giacomo %A Chirico,Marco %A Casadio,Maura %+ Simulation and Advanced Education Center, University of Genova, Via Pastore 3, Genova, 16132, Italy, 39 01033550188, serena.ricci@edu.unige.it %K basic and advanced life support %K first aid %K cardiopulmonary resuscitation %K emergency %K training %K simulation training %K medical simulation %K healthcare simulation %K virtual reality %K augmented reality %D 2022 %7 23.3.2022 %9 Original Paper %J JMIR Serious Games %G English %X The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods. %M 35319477 %R 10.2196/28595 %U https://games.jmir.org/2022/1/e28595 %U https://doi.org/10.2196/28595 %U http://www.ncbi.nlm.nih.gov/pubmed/35319477 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 9 %N 4 %P e28079 %T Serious Games Are Not Serious Enough for Myoelectric Prosthetics %A Garske,Christian Alexander %A Dyson,Matthew %A Dupan,Sigrid %A Morgan,Graham %A Nazarpour,Kianoush %+ Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Merz Court, Newcastle upon Tyne, NE1 7RU, United Kingdom, 44 191 20 86682, c.a.garske2@ncl.ac.uk %K rehabilitation %K serious games %K engagement %K transfer %K upper limb %K arm prosthesis %K virtual training %K virtual games %D 2021 %7 8.11.2021 %9 Viewpoint %J JMIR Serious Games %G English %X Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training. %M 34747715 %R 10.2196/28079 %U https://games.jmir.org/2021/4/e28079 %U https://doi.org/10.2196/28079 %U http://www.ncbi.nlm.nih.gov/pubmed/34747715 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 9 %N 2 %P e26575 %T Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games %A Kowal,Magdalena %A Conroy,Eoin %A Ramsbottom,Niall %A Smithies,Tim %A Toth,Adam %A Campbell,Mark %+ Lero, The Science Foundation Ireland Research Centre for Software, Physical Education and Sport Sciences Department, University of Limerick, p1041 PESS building, Castletroy, Limerick, Ireland, 353 061234944, mark.campbell@ul.ie %K commercial video games %K mobile phone %K clinical %K mental health disorders %K psychotherapy %K pandemic %K accessibility %K health care %D 2021 %7 16.6.2021 %9 Viewpoint %J JMIR Serious Games %G English %X Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments. %M 34132648 %R 10.2196/26575 %U https://games.jmir.org/2021/2/e26575 %U https://doi.org/10.2196/26575 %U http://www.ncbi.nlm.nih.gov/pubmed/34132648 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 8 %N 4 %P e24049 %T The Impact of Artificial Intelligence on the Chess World %A Duca Iliescu,Delia Monica %+ Transilvania University of Brasov, Bdul Eroilor 29, Brasov, Romania, 40 268413000, delia.duca@unitbv.ro %K artificial intelligence %K games %K chess %K AlphaZero %K MuZero %K cheat detection %K coronavirus %D 2020 %7 10.12.2020 %9 Viewpoint %J JMIR Serious Games %G English %X This paper focuses on key areas in which artificial intelligence has affected the chess world, including cheat detection methods, which are especially necessary recently, as there has been an unexpected rise in the popularity of online chess. Many major chess events that were to take place in 2020 have been canceled, but the global popularity of chess has in fact grown in recent months due to easier conversion of the game from offline to online formats compared with other games. Still, though a game of chess can be easily played online, there are some concerns about the increased chances of cheating. Artificial intelligence can address these concerns. %M 33300493 %R 10.2196/24049 %U http://games.jmir.org/2020/4/e24049/ %U https://doi.org/10.2196/24049 %U http://www.ncbi.nlm.nih.gov/pubmed/33300493 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 8 %N 3 %P e19037 %T Quality Criteria for Serious Games: Serious Part, Game Part, and Balance %A Caserman,Polona %A Hoffmann,Katrin %A Müller,Philipp %A Schaub,Marcel %A Straßburg,Katharina %A Wiemeyer,Josef %A Bruder,Regina %A Göbel,Stefan %+ Multimedia Communications Lab, Technical University of Darmstadt, Rundeturmstraße 10, Darmstadt, 64289, Germany, 49 6151 16 20391, polona.caserman@kom.tu-darmstadt.de %K serious games %K educational games %K games for health %K exergames %K quality criteria %K video games %D 2020 %7 24.7.2020 %9 Viewpoint %J JMIR Serious Games %G English %X Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies. This paper aims to identify essential quality criteria for serious games. The fundamental goal of our research is to identify important factors of serious games and to adapt the existing principles and requirements from game-related literature to effective and attractive serious games. In addition to the review of the relevant literature, we also include workshop results. Furthermore, we analyzed and summarized 22 state-of-the-art serious games for education and health. The selected best-practice serious games either prove their effectiveness through scientific studies or by winning game awards. For the analysis of these games, we refer to “DIN SPEC 91380 Serious Games Metadata Format.” A summarized text states quality criteria for both the serious and the game part, and especially the balance between them. We provide guidelines for high-quality serious games drawn from literature analysis and in close cooperation with domain experts. %M 32706669 %R 10.2196/19037 %U http://games.jmir.org/2020/3/e19037/ %U https://doi.org/10.2196/19037 %U http://www.ncbi.nlm.nih.gov/pubmed/32706669 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 8 %N 1 %P e15422 %T Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned %A Zulkiewicz,Brittany A %A Boudewyns,Vanessa %A Gupta,Catherine %A Kirschenbaum,Ari %A Lewis,Megan A %+ Center for Communication Science, RTI International, 3040 East Cornwallis Rd, Research Triangle Park, NC, , United States, 1 206 268 3613, melewis@rti.org %K virtual reality %K 360-degree video %K empathy %K migraine disorders %K health personnel %K medical education %D 2020 %7 6.1.2020 %9 Viewpoint %J JMIR Serious Games %G English %X Due to the accessibility of omnidirectional cameras to record 360-degree videos and the technology to view the videos via mobile phones and other devices, 360-degree videos are being used more frequently to place people in different contexts and convey health-related information. Increasingly, 360-degree videos are being employed in health marketing because they have the potential to enhance health-related attitudes and behaviors. As a case study on how this technology may be used for health-related information and its effect on health care providers, we created a 360-degree video that portrays the experience of a migraine sufferer to be used as a stimulus in an online study. We describe the challenges and lessons learned in designing and implementing a 360-degree video as part of an online experiment focused on inducing empathy among clinicians for understanding patient experience. Given the rapid change in digital technology, future research can use this knowledge to design and implement 360-degree video studies more effectively. %M 31904577 %R 10.2196/15422 %U https://games.jmir.org/2020/1/e15422 %U https://doi.org/10.2196/15422 %U http://www.ncbi.nlm.nih.gov/pubmed/31904577 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 7 %N 2 %P e12130 %T Do-It-Yourself Gamified Cognitive Training: Viewpoint %A van de Weijer,Sjors CF %A Kuijf,Mark L %A de Vries,Nienke M %A Bloem,Bastiaan R %A Duits,Annelien A %+ Department of Neurology, Maastricht University Medical Center, Oxford Building, P Debyelaan 25, Maastricht, 6229 HX, Netherlands, 31 626856672, sjors.vande.weijer@mumc.nl %K cognitive remediation %K Parkinson disease %K video games %D 2019 %7 07.05.2019 %9 Viewpoint %J JMIR Serious Games %G English %X Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely computerized versions of (traditional) paper-pencil cognitive training programs, lacking rewarding gamification stimulants that could help to promote adherence. By describing 3 different self-invented ways of cognitive gaming in patients with PD, we aimed to raise awareness for the potential of gamified cognitive training in PD patients. In addition, we hoped to inspire the readers with our case descriptions, highlighting the importance of both personalization and cocreation in the development of games for health. In this viewpoint, we have presented 3 PD patients with different ages, with different disease stages, and from various backgrounds, who all used self-invented cognitive training, including elements of personalization and gamification. To indicate generalization into a larger PD population, the recruitment results from a recent cognitive game trial are added. The presented cases show similarities in terms of awareness of their cognitive decline and the ways this process could potentially be counteracted, by looking for tools to train their cognition. On the basis of the response of the recruitment procedure, there seems to be interest in gamified cognitive training in a larger PD population too. Gamification may add to traditional therapies in terms of personalization and adherence. Positive results have already been found with gamified trainings in other populations, and the cases described here suggest that PD is also an attractive area to develop and test gamified cognitive trainings. However, no results of gamified cognitive trainings in PD have been published to date. This suggests an unmet need in this area and may justify the development of gamified cognitive training and its evaluation, for which our considerations can be used. %M 31066713 %R 10.2196/12130 %U http://games.jmir.org/2019/2/e12130/ %U https://doi.org/10.2196/12130 %U http://www.ncbi.nlm.nih.gov/pubmed/31066713