TY - JOUR AU - Egger, Jan AU - Gsaxner, Christina AU - Luijten, Gijs AU - Chen, Jianxu AU - Chen, Xiaojun AU - Bian, Jiang AU - Kleesiek, Jens AU - Puladi, Behrus PY - 2024/9/18 TI - Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine JO - JMIR Serious Games SP - e52785 VL - 12 KW - Apple Vision Pro KW - mixed reality KW - augmented reality KW - virtual reality KW - health care KW - mobile phone UR - https://games.jmir.org/2024/1/e52785 UR - http://dx.doi.org/10.2196/52785 UR - http://www.ncbi.nlm.nih.gov/pubmed/39292499 ID - info:doi/10.2196/52785 ER - TY - JOUR AU - Berglund, Aseel AU - Klompstra, Leonie AU - Orädd, Helena AU - Fallström, Johan AU - Strömberg, Anna AU - Jaarsma, Tiny AU - Berglund, Erik PY - 2024/8/21 TI - The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure JO - JMIR Serious Games SP - e50066 VL - 12 KW - sedentary KW - exercise KW - exertion KW - exergames KW - technology KW - training KW - inactivity KW - eHealth application KW - heart disease KW - physical activity UR - https://games.jmir.org/2024/1/e50066 UR - http://dx.doi.org/10.2196/50066 ID - info:doi/10.2196/50066 ER - TY - JOUR AU - Crespo-Martinez, Esteban AU - Bueno, Salvador AU - Gallego, Dolores M. PY - 2023/10/11 TI - A Video Game for Entrepreneurship Learning in Ecuador: Development Study JO - JMIR Form Res SP - e49263 VL - 7 KW - video game KW - computer game KW - serious game KW - Unity 3D platform KW - entrepreneurship KW - business simulator N2 - 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. UR - https://formative.jmir.org/2023/1/e49263 UR - http://dx.doi.org/10.2196/49263 UR - http://www.ncbi.nlm.nih.gov/pubmed/37819700 ID - info:doi/10.2196/49263 ER - TY - JOUR AU - Lukka, Lauri AU - Palva, Matias J. PY - 2023/9/4 TI - The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment JO - JMIR Serious Games SP - e42173 VL - 11 KW - digital mental health interventions KW - development frameworks KW - gamification KW - game-based interventions KW - intervention development KW - mental health KW - paradigms KW - serious games UR - https://games.jmir.org/2023/1/e42173 UR - http://dx.doi.org/10.2196/42173 UR - http://www.ncbi.nlm.nih.gov/pubmed/37665624 ID - info:doi/10.2196/42173 ER - TY - JOUR AU - Paquin, Vincent AU - Ferrari, Manuela AU - Sekhon, Harmehr AU - Rej, Soham PY - 2023/2/7 TI - Time to Think ?Meta?: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health JO - JMIR Serious Games SP - e43388 VL - 11 KW - metaverse KW - digital media KW - virtual reality KW - mental health KW - addiction KW - social functioning KW - virtual KW - technology KW - augmented reality KW - gaming KW - social media KW - cognitive KW - physical activity KW - behavior KW - psychological KW - development KW - patient KW - policy UR - https://games.jmir.org/2023/1/e43388 UR - http://dx.doi.org/10.2196/43388 UR - http://www.ncbi.nlm.nih.gov/pubmed/36661284 ID - info:doi/10.2196/43388 ER - TY - JOUR AU - Temprado, Jean-Jacques AU - Torre, Maria Marta PY - 2022/10/3 TI - 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 JO - JMIR Serious Games SP - e38192 VL - 10 IS - 4 KW - aging KW - older KW - gerontology KW - exergame KW - physical activity KW - cognition KW - training KW - intervention KW - cognitive KW - brain KW - older adult KW - motor skills KW - exercise KW - physical KW - motor KW - combined training UR - https://games.jmir.org/2022/4/e38192 UR - http://dx.doi.org/10.2196/38192 UR - http://www.ncbi.nlm.nih.gov/pubmed/36190757 ID - info:doi/10.2196/38192 ER - TY - JOUR AU - Ricci, Serena AU - Calandrino, Andrea AU - Borgonovo, Giacomo AU - Chirico, Marco AU - Casadio, Maura PY - 2022/3/23 TI - Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training JO - JMIR Serious Games SP - e28595 VL - 10 IS - 1 KW - basic and advanced life support KW - first aid KW - cardiopulmonary resuscitation KW - emergency KW - training KW - simulation training KW - medical simulation KW - healthcare simulation KW - virtual reality KW - augmented reality UR - https://games.jmir.org/2022/1/e28595 UR - http://dx.doi.org/10.2196/28595 UR - http://www.ncbi.nlm.nih.gov/pubmed/35319477 ID - info:doi/10.2196/28595 ER - TY - JOUR AU - Garske, Alexander Christian AU - Dyson, Matthew AU - Dupan, Sigrid AU - Morgan, Graham AU - Nazarpour, Kianoush PY - 2021/11/8 TI - Serious Games Are Not Serious Enough for Myoelectric Prosthetics JO - JMIR Serious Games SP - e28079 VL - 9 IS - 4 KW - rehabilitation KW - serious games KW - engagement KW - transfer KW - upper limb KW - arm prosthesis KW - virtual training KW - virtual games UR - https://games.jmir.org/2021/4/e28079 UR - http://dx.doi.org/10.2196/28079 UR - http://www.ncbi.nlm.nih.gov/pubmed/34747715 ID - info:doi/10.2196/28079 ER - TY - JOUR AU - Kowal, Magdalena AU - Conroy, Eoin AU - Ramsbottom, Niall AU - Smithies, Tim AU - Toth, Adam AU - Campbell, Mark PY - 2021/6/16 TI - Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games JO - JMIR Serious Games SP - e26575 VL - 9 IS - 2 KW - commercial video games KW - mobile phone KW - clinical KW - mental health disorders KW - psychotherapy KW - pandemic KW - accessibility KW - health care UR - https://games.jmir.org/2021/2/e26575 UR - http://dx.doi.org/10.2196/26575 UR - http://www.ncbi.nlm.nih.gov/pubmed/34132648 ID - info:doi/10.2196/26575 ER - TY - JOUR AU - Duca Iliescu, Monica Delia PY - 2020/12/10 TI - The Impact of Artificial Intelligence on the Chess World JO - JMIR Serious Games SP - e24049 VL - 8 IS - 4 KW - artificial intelligence KW - games KW - chess KW - AlphaZero KW - MuZero KW - cheat detection KW - coronavirus UR - http://games.jmir.org/2020/4/e24049/ UR - http://dx.doi.org/10.2196/24049 UR - http://www.ncbi.nlm.nih.gov/pubmed/33300493 ID - info:doi/10.2196/24049 ER - TY - JOUR AU - Caserman, Polona AU - Hoffmann, Katrin AU - Müller, Philipp AU - Schaub, Marcel AU - Straßburg, Katharina AU - Wiemeyer, Josef AU - Bruder, Regina AU - Göbel, Stefan PY - 2020/7/24 TI - Quality Criteria for Serious Games: Serious Part, Game Part, and Balance JO - JMIR Serious Games SP - e19037 VL - 8 IS - 3 KW - serious games KW - educational games KW - games for health KW - exergames KW - quality criteria KW - video games UR - http://games.jmir.org/2020/3/e19037/ UR - http://dx.doi.org/10.2196/19037 UR - http://www.ncbi.nlm.nih.gov/pubmed/32706669 ID - info:doi/10.2196/19037 ER - TY - JOUR AU - Zulkiewicz, A. Brittany AU - Boudewyns, Vanessa AU - Gupta, Catherine AU - Kirschenbaum, Ari AU - Lewis, A. Megan PY - 2020/1/6 TI - Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned JO - JMIR Serious Games SP - e15422 VL - 8 IS - 1 KW - virtual reality KW - 360-degree video KW - empathy KW - migraine disorders KW - health personnel KW - medical education UR - https://games.jmir.org/2020/1/e15422 UR - http://dx.doi.org/10.2196/15422 UR - http://www.ncbi.nlm.nih.gov/pubmed/31904577 ID - info:doi/10.2196/15422 ER - TY - JOUR AU - van de Weijer, CF Sjors AU - Kuijf, L. Mark AU - de Vries, M. Nienke AU - Bloem, R. Bastiaan AU - Duits, A. Annelien PY - 2019/05/07 TI - Do-It-Yourself Gamified Cognitive Training: Viewpoint JO - JMIR Serious Games SP - e12130 VL - 7 IS - 2 KW - cognitive remediation KW - Parkinson disease KW - video games UR - http://games.jmir.org/2019/2/e12130/ UR - http://dx.doi.org/10.2196/12130 UR - http://www.ncbi.nlm.nih.gov/pubmed/31066713 ID - info:doi/10.2196/12130 ER -