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Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Participants completed the child-modified Physical Activity Enjoyment Scale (PACES), which uses a 16-question bipolar scaling method [30]. Each statement includes a 5-point Likert scale ranging from “disagree a lot”=1 to “agree a lot”=5. Questions assessed enjoyment during physical activity (score is average of 16 items) with each statement beginning with the stem “When I am physically active...” For this study, we modified the stem statement to “When I am playing Gorilla Tag/Beat Saber...”

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

JMIR Serious Games 2025;13:e66593

Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study

Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study

In terms of psychological effects, research shows that both standing and seated gameplay generally have the same level of enjoyment [41,64,65,71,72]. However, in 3 of these previous studies [64,65,72], no statistical analysis comparing sitting and standing positions was performed, and in 2 of the studies, different movements were used in the sitting and standing conditions [65,71]. Thus, the generalizability of the results regarding the effect of standing versus sitting positions on enjoyment is limited.

Aseel Berglund, Helena Orädd

JMIR Serious Games 2024;12:e55905

Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study

Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study

Subsequently, the participants assessed their satisfaction with PA in VR using the long version of the Physical Activity Enjoyment Scale (PACES), consisting of 18 items [24], which were answered after each test on a 7-point Likert scale. The average calculated from all responses was used for analysis. Screenshot showing a view of the Box VR game environment from the user’s perspective. Specifications of the elastic bands (Thera-Band) used during testing.

Jacek Polechoński, Alan Przepiórzyński, Piotr Polechoński, Rajmund Tomik

JMIR Serious Games 2024;12:e58411

The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

Given that AVGs can foster feelings of autonomy, competency, and relatedness, these games may fulfill basic psychological needs and augment the enjoyment derived from participation in physical activity [23,24]. Furthermore, AVGs have been shown to be an enjoyable opportunity to increase weekly physical activity minutes [19]. Additionally, enjoyment exhibits a stronger influence on positive exercise behavior compared to health or fitness motives [25].

Christen J Mendonca, Laurie A Malone, Sangeetha Mohanraj, Mohanraj Thirumalai

JMIR Rehabil Assist Technol 2023;10:e41993

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Therefore, we hypothesized that, if the rules of gamified projects are performed with visual cues (eg, in figurative or other sensory ways), consumers tend to perceive higher enjoyment. On the contrary, however, when the rules are presented in plain and monotonous literal words, consumers perceive less or even no enjoyment from gamified CRM programs. We thus predicted that (H3) visual cues in rules presentation moderate the relationship between gamification and enjoyment.

Yanhe Li, Yanchen Li, Xiu Zhou, Kunshu Ma

JMIR Serious Games 2023;11:e35756

Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study

Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study

Hence, game enjoyment, which triggers gameplay and increases the feasibility of maintaining playing [5,6], is key to the success of serious gaming interventions [7]. Thus, when evaluating serious games, it is of high relevance to assess not only the educational efficacy of interest but also the related aspects of game enjoyment and feasibility [2]. This study will address the enjoyment and feasibility of a newly designed serious story-listening game suitable for children aged 5 years.

Femke Vanden Bempt, Maria Economou, Ward Dehairs, Maaike Vandermosten, Jan Wouters, Pol Ghesquière, Jolijn Vanderauwera

JMIR Serious Games 2022;10(1):e34698

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study

The aim of the study was to examine energy expenditure via metabolic equivalents (METs) and enjoyment, as measured by the physical activity enjoyment scale (PACES), in individuals with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, or unable to use lower extremity for gameplay), during AVG play using an OTS and adapted versions of a gaming mat.

Laurie A Malone, Ganisher K Davlyatov, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai

JMIR Serious Games 2021;9(3):e30672

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

While some studies have stated that enjoyment could be perceived as an outcome opposite to learning in serious games [40,41], other studies noted that enjoyment and user experience satisfaction could positively impact players’ motivation to learn and the learning outcomes.

Ismael Edrein Espinosa-Curiel, Edgar Efrén Pozas-Bogarin, Juan Martínez-Miranda, Humberto Pérez-Espinosa

JMIR Serious Games 2020;8(3):e21813

Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study

Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study

For Set B, RPE values for the adapted board were significantly higher (P With regard to enjoyment, there were no significant differences in the PACES scores between the OTS and adapted boards (Figure 4). Median PACES scores for all conditions were 4 or “agree.”

Laurie A A. Malone, Mohanraj Thirumalai, Sangeetha Padalabalanarayanan, Whitney N Neal, Sean Bowman, Tapan Mehta

JMIR Serious Games 2019;7(1):e11326

Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol

Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol

Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers evaluated included off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat.

Laurie A A. Malone, Sangeetha Padalabalanarayanan, Justin McCroskey, Mohanraj Thirumalai

JMIR Res Protoc 2017;6(6):e116