User Needs Assessment for Games
Articles published in 2026 in this theme: 3 (scroll down to load remaining articles)
2026
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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
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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
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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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