User Needs Assessment for Games
Articles published in 2026 in this theme: 5 (scroll down to load remaining articles)
2026
View image
A Tangible Multimodal Sensing Interface for Collaborative Task Engagement in Children With Autism Spectrum Disorder: Cross-Sectional Mixed Methods Feasibility Study
JMIR Serious Games 2026 (Oct 15); 14:e86264
Download Citation: END BibTex RIS
View image
Parents’ Perspectives on Using Computerized Cognitive Training to Manage Cognitive Late Effects in Children With Cancer: Qualitative Descriptive Study
J Med Internet Res 2026 (Oct 13); 28:e88656
Download Citation: END BibTex RIS
View image
Needs, Acceptability, and Functional Requirements of Gamified Cardiopulmonary Resuscitation Training Kits Among Children and Their Parents in China: Cross-Sectional Qualitative Study
JMIR Serious Games 2026 (Aug 07); 14:e88145
Download Citation: END BibTex RIS
View image
Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study
JMIR Serious Games 2026 (Jun 17); 14:e88179
Download Citation: END BibTex RIS
View image
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
Download Citation: END BibTex RIS