Articles published in 2022-usability-of-games-and-gamification in this theme: 9 (scroll down to load remaining articles)
2022
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A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study
JMIR Serious Games 2022 (Aug 02); 10(3):e36936
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Virtual Reality as a Therapy Tool for Walking Activities in Pediatric Neurorehabilitation: Usability and User Experience Evaluation
JMIR Serious Games 2022 (Jul 14); 10(3):e38509
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User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial
JMIR Serious Games 2022 (Jun 22); 10(2):e35869
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Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment
JMIR Serious Games 2022 (Apr 28); 10(2):e35295
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Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study
JMIR Serious Games 2022 (Mar 02); 10(1):e30456
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Immersive Virtual Reality–Based Cognitive Intervention for the Improvement of Cognitive Function, Depression, and Perceived Stress in Older Adults With Mild Cognitive Impairment and Mild Dementia: Pilot Pre-Post Study
JMIR Serious Games 2022 (Feb 21); 10(1):e32117
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Serious Game for Change in Behavioral Intention Toward Lifestyle-Related Diseases: Experimental Study With Structural Equation Modeling Using the Theory of Planned Behavior
JMIR Serious Games 2022 (Feb 21); 10(1):e28982
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Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study
JMIR Serious Games 2022 (Feb 16); 10(1):e33459
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Developing a Health Game to Prepare Preschool Children for Anesthesia: Formative Study Using a Child-Centered Approach
JMIR Serious Games 2022 (Jan 20); 10(1):e31471
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