Usability of Games and Gamification
Articles published in this theme: 113 (scroll down to load remaining articles)
2026
Serious Game–Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study
JMIR Serious Games 2026 (Aug 28); 14:e80441
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Executive Dysfunction—A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study
JMIR Serious Games 2026 (Aug 27); 14:e94860
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Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study
JMIR Serious Games 2026 (Aug 26); 14:e73764
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Web-Based Narrative Game Intervention for Initiating Advance Care Planning Among Adults: Exploratory Cross-Sectional Feasibility and Acceptability Study
JMIR Form Res 2026 (Aug 24); 10:e94395
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Coloring-Based Serious Game in Chinese College Students With Alexithymia: Prospective Longitudinal Exploratory Mixed Methods Study
JMIR Serious Games 2026 (Aug 19); 14:e83540
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Feasibility and Preliminary Effects of a Pressure Sensor–Based Exergame on Cognitive and Sensorimotor Frailty in Low-Income Older Adults Receiving Public Community Care Services: Pilot Randomized Controlled Trial
JMIR Aging 2026 (Jul 24); 9:e93467
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Persuasive Gamified Virtual Reality Experience to Enhance Engagement and Focus in Young Adults With Mild Anxiety Symptoms: Randomized Pilot Experimental Study
JMIR XR Spatial Comput 2026 (Jun 24); 3:e66713
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The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study
JMIR Serious Games 2026 (Jun 17); 14:e89304
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The Mechanism and Design Principles of Serious Games in Enhancing Adolescents’ Internet Adaptability
JMIR Serious Games 2026 (Mar 09); 14:e82505
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Medical Students’ Experiences With Virtual Reality Simulation Training: Qualitative Study
JMIR Med Educ 2026 (Feb 11); 12:e74301
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Effects of Exergaming Tennis on Players’ Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study
JMIR Serious Games 2026 (Feb 02); 14:e73732
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Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study
JMIR Serious Games 2026 (Feb 02); 14:e81086
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A Haptic-Driven Serious Game for Cognitive Stimulation and Visual Impairment Mitigation in Older Adults Based on the Design-Play-Experience Framework: Cross-Sectional Mixed Methods Pilot Study
JMIR Serious Games 2026 (Jan 30); 14:e86290
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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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Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study
JMIR Serious Games 2026 (Jan 28); 14:e79453
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Fostering Inductive and Deductive Learning in Oral Microbiology and Immunology With a Dual-Role Duel Card Game: Explanatory Sequential Mixed Methods Study
JMIR Med Educ 2026 (Jan 21); 12:e80048
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Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study
JMIR Serious Games 2026 (Jan 19); 14:e80766
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2025
Effects of an Immersive Virtual Reality–Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial
JMIR Serious Games 2025 (Dec 15); 13:e75777
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Immersive Virtual Reality–Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants’ and Therapists’ Experiences in the Challenge Trial
JMIR Serious Games 2025 (Dec 01); 13:e77920
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A Novel Eye Tracking–Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study
JMIR Serious Games 2025 (Nov 20); 13:e81082
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