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Articles published in 2013 in this theme: 9 (scroll down to load remaining articles)
2013
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
JMIR Serious Games 2013 (Dec 12); 1(1):e3
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Puzzling With Online Games (BAM-COG): Reliability, Validity, and Feasibility of an Online Self-Monitor for Cognitive Performance in Aging Adults
J Med Internet Res 2013 (Dec 03); 15(12):e270
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Design and Evaluation of a Simulation for Pediatric Dentistry in Virtual Worlds
J Med Internet Res 2013 (Oct 29); 15(10):e240
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Surgical Trainee Opinions in the United Kingdom Regarding a Three-Dimensional Virtual Mentoring Environment (MentorSL) in Second Life: Pilot Study
JMIR Serious Games 2013 (Sep 18); 1(1):e2
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Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges
JMIR Res Protoc 2013 (Sep 11); 2(2):e35
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Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games 2013 (Aug 06); 1(1):e1
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InSpire to Promote Lung Assessment in Youth: Evolving the Self-Management Paradigms of Young People With Asthma
Med 2 0 2013 (May 21); 2(1):e1
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Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis
J Med Internet Res 2013 (May 07); 15(5):e81
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Development and Testing of a Multidimensional iPhone Pain Assessment Application for Adolescents with Cancer
J Med Internet Res 2013 (Mar 08); 15(3):e51
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