Articles published in this theme: 24 (scroll down to load remaining articles)
2026
Co-Designing Mobile Serious Games to Support Patients With Psoriatic Arthritis and Chronic Pain: Mixed Methods Study
JMIR Serious Games 2026 (Jan 30); 14:e75072
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2025
In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth Gaming Experience Scales
JMIR Serious Games 2025 (Nov 12); 13:e63612
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The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study
JMIR Serious Games 2025 (Jun 17); 13:e53631
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Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity
JMIR Serious Games 2025 (May 26); 13:e67314
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Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey
JMIR Form Res 2025 (Mar 25); 9:e60476
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Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis
J Med Internet Res 2025 (Jan 27); 27:e69080
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Bridging Needs and Expectations of Individuals With Physical Disabilities and Community Services Stakeholders for the Cocreation of an Adapted Physical Activity Platform in Virtual Reality: Qualitative Study
JMIR Serious Games 2025 (Jan 17); 13:e59704
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2024
Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality–Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial
JMIR Serious Games 2024 (Sep 27); 12:e52563
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Perceptions of HIV-Related Comorbidities and Usability of a Virtual Environment for Cardiovascular Disease Prevention Education in Sexual Minority Men With HIV: Formative Phases of a Pilot Randomized Controlled Trial
J Med Internet Res 2024 (Aug 22); 26:e57351
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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
JMIR Serious Games 2024 (Apr 17); 12:e51730
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Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis
JMIR Hum Factors 2024 (Jan 18); 11:e44423
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2022
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis
JMIR Serious Games 2022 (Jul 27); 10(3):e34700
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Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study
JMIR Serious Games 2022 (Mar 24); 10(1):e30949
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Serious Games Without Screens. Comment on “Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review”
JMIR Serious Games 2022 (Feb 09); 10(1):e34656
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2021
Impulsivity, Self-control, Interpersonal Influences, and Maladaptive Cognitions as Factors of Internet Gaming Disorder Among Adolescents in China: Cross-sectional Mediation Study
J Med Internet Res 2021 (Oct 27); 23(10):e26810
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Psychometric Properties of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF): Systematic Review
J Med Internet Res 2021 (Oct 18); 23(10):e26821
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Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review
JMIR Serious Games 2021 (Aug 19); 9(3):e28650
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User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study
JMIR Serious Games 2021 (May 31); 9(2):e25771
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Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach
JMIR Serious Games 2021 (May 20); 9(2):e24449
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2020
Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University
JMIR Serious Games 2020 (Jun 03); 8(2):e16216
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