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Skip search results from other journals and go to results- 8 JMIR Serious Games
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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...”
JMIR Serious Games 2025;13:e66593
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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.
JMIR Serious Games 2024;12:e55905
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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.
JMIR Serious Games 2024;12:e58411
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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].
JMIR Rehabil Assist Technol 2023;10:e41993
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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.
JMIR Serious Games 2023;11:e35756
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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.
JMIR Serious Games 2022;10(1):e34698
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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.
JMIR Serious Games 2021;9(3):e30672
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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.
JMIR Serious Games 2020;8(3):e21813
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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.”
JMIR Serious Games 2019;7(1):e11326
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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.
JMIR Res Protoc 2017;6(6):e116
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