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Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games

IntroductionBackgroundMore than 1.8 billion people play video games worldwide [1]. In a US national survey, 1102 teens aged 12 to 17 years described video gaming as a daily activity [2].

Manuela Ferrari, Sarah V McIlwaine, Gerald Jordan, Jai L Shah, Shalini Lal, Srividya N Iyer

JMIR Ment Health 2019;6(5):e12418

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

IntroductionVideo Game TrainingCommercial video games are designed to be enjoyable, challenging, and capable of fostering sustained player engagement [1]. Video games are further subdivided into “hardcore” and “casual” video games (CVGs).

Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef

JMIR Serious Games 2017;5(2):e8

Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

MethodsSystematic Literature ReviewTo assess the effect of video games on driving skills, a systematic literature review was conducted to identify the most recent research related to the topic.

Damian Sue, Pradeep Ray, Amir Talaei-Khoei, Jitendra Jonnagaddala, Suchada Vichitvanichphong

JMIR Serious Games 2014;2(2):e5

Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis

Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis

We therefore used the time spent playing video games as a proxy for familiarity with and time available for video games.

Sean Grant, Asya Spears, Eric R Pedersen

JMIR Serious Games 2018;6(3):e15

Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

In fact, previous studies have suggested that virtual reality video games induce more emotion than do games with less-immersive technologies, such as those on a desktop display device (eg, [2,6,21-23]).

Federica Pallavicini, Alessandro Pepe

JMIR Serious Games 2020;8(2):e15635

The Untapped Potential of the Gaming Community: Narrative Review

The Untapped Potential of the Gaming Community: Narrative Review

Furthermore, video games have been implicated in the disruption of sleep when played before bedtime.

William Goodman, Ethna McFerran, Richard Purves, Ian Redpath, Rebecca J Beeken

JMIR Serious Games 2018;6(3):e10161

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

Due to their popularity and potential for influencing health, fitness-themed video games have recently attracted substantial research attention [7-13].

Elizabeth Jane Lyons, Claire Hatkevich

J Med Internet Res 2013;15(5):e81

Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey

Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey

Therefore, new types of treatment methods are needed to promote recovery and optimize rehabilitation [15].In recent years, different types of video games, including computer games [16,17], mobile games [18], serious games [19-23], and virtual reality [24-26

William TH Choi, Dan KS Yu, Terry Wong, Tella Lantta, Min Yang, Maritta Välimäki

J Med Internet Res 2020;22(7):e14865