Articles published in this theme: 3 (scroll down to load remaining articles)
2025
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An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia
JMIR Serious Games 2025 (May 06); 13:e66781
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2024
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Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial
JMIR Serious Games 2024 (Aug 08); 12:e60771
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2020
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Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study
JMIR Serious Games 2020 (Aug 07); 8(3):e17354
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