Serious Games for Health and Medicine
Serious Games for Education
Serious Games for Political and Societal Change
User Needs Assessment for Games
Formative Evaluation and Development of Games
Exergames, Active Games and Gamification of Physical Activity
Quality of Games
Usability of Games and Gamification
Gamification is one of the techniques that applies game elements, such as game mechanics and dynamics, to a nongame context (eg, management, education, marketing, and health care).
Games for Rehabilitation
Games for Cognitive Assessment
Games for Medical Education and Training
Games for Pain Management
Theoretical Foundations and Frameworks on Games and Gamification
Viewpoints and Personal Experiences on Gaming and Games
Game Design and Efficacy of Game Elements
Questionnaires and Instruments Related to Gaming
For example, development and/or validation of questionnaires for users, developers, or analysts of serious games.
Game Addiction and Other Unintended Consequences
For corrigenda that are discretionary and a result of author-oversight (e.g. corrections in the affiliation etc) we charge a $190 processing fee to make changes in the original paper and publish an erratum. To request a correction, please submit a correction statement (text similar to http://www.jmir.org/2015/3/e76/) as new submission from your author homepage.
Corrigenda and Addenda
Letter to the Editor
Theme Issue: IEEE SeGAH 10th Annual Conference 2022: Serious Games and Applications for Health
Theme Issue (e-collection) for the IEEE SeGAH 2022 conference examining “Serious Games and Applications for Health”. See: Call for papers.