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Articles published in 2020 in this theme: 27 (scroll down to load remaining articles)
2020
Feasibility and Effect of the Exergame BOOSTH Introduced to Improve Physical Activity and Health in Children: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2020 (Dec 11); 9(12):e24035
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Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study
JMIR Serious Games 2020 (Nov 17); 8(4):e19968
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Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
JMIR Serious Games 2020 (Oct 28); 8(4):e16693
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Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects
J Med Internet Res 2020 (Oct 23); 22(10):e19840
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Archetypes of Gamification: Analysis of mHealth Apps
JMIR Mhealth Uhealth 2020 (Oct 19); 8(10):e19280
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Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study
JMIR Serious Games 2020 (Sep 03); 8(3):e20667
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Motion-Based Technology for People With Dementia Training at Home: Three-Phase Pilot Study Assessing Feasibility and Efficacy
JMIR Ment Health 2020 (Aug 26); 7(8):e19495
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Gamification in Rehabilitation of Patients With Musculoskeletal Diseases of the Shoulder: Scoping Review
JMIR Serious Games 2020 (Aug 25); 8(3):e19914
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Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study
JMIR Serious Games 2020 (Aug 25); 8(3):e14920
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Effects of Avatar Perspective on Joint Excursions Used to Play Virtual Dodgeball: Within-Subject Comparative Study
JMIR Serious Games 2020 (Aug 19); 8(3):e18888
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Rehabilitation Exergames: Use of Motion Sensing and Machine Learning to Quantify Exercise Performance in Healthy Volunteers
JMIR Rehabil Assist Technol 2020 (Aug 18); 7(2):e17289
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A Graded Exposure, Locomotion-Enabled Virtual Reality App During Walking and Reaching for Individuals With Chronic Low Back Pain: Cohort Gaming Design
JMIR Serious Games 2020 (Aug 10); 8(3):e17799
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Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation
JMIR Serious Games 2020 (Jul 27); 8(3):e17972
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Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020 (Jul 24); 8(3):e19037
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Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review
JMIR Serious Games 2020 (Jun 30); 8(2):e16841
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Assisting Home-Based Resistance Training for Normotensive and Prehypertensive Individuals Using Ambient Lighting and Sonification Feedback: Sensor-Based System Evaluation
JMIR Cardio 2020 (Jun 29); 4(1):e16354
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Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study
JMIR Serious Games 2020 (Jun 17); 8(2):e15635
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Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis
JMIR Serious Games 2020 (Jun 15); 8(2):e16261
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Effect of Pokémon Go on Self-Harm Using Population-Based Interrupted Time-Series Analysis: Quasi-Experimental Study
JMIR Serious Games 2020 (Jun 12); 8(2):e17112
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Using Geocaching to Promote Active Aging: Qualitative Study
J Med Internet Res 2020 (Jun 11); 22(6):e15339
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