Articles published in 2024-usability-of-games-and-gamification in this theme: 23 (scroll down to load remaining articles)
2024
A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study
JMIR Serious Games 2024 (Dec 19); 12:e59381
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Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants
JMIR Serious Games 2024 (Dec 11); 12:e52340
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Real-Time Digitized Visual Feedback in Exercise Therapy for Lower Extremity Functional Deficits: Qualitative Study of Usability Factors During Prototype Testing
JMIR Serious Games 2024 (Dec 10); 12:e51771
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Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation
JMIR Serious Games 2024 (Dec 03); 12:e55231
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Virtual Reality Simulation in Undergraduate Health Care Education Programs: Usability Study
JMIR Med Educ 2024 (Nov 19); 10:e56844
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Effectiveness of Game-Based Training of Selective Voluntary Motor Control in Children With Upper Motor Neuron Lesions: Randomized Multiple Baseline Design Study
JMIR Form Res 2024 (Nov 18); 8:e47754
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Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience
JMIR Serious Games 2024 (Oct 29); 12:e59141
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Empowering Social Growth Through Virtual Reality–Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial
JMIR Serious Games 2024 (Oct 28); 12:e58963
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Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries
JMIR Serious Games 2024 (Aug 28); 12:e52991
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Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study
JMIR Serious Games 2024 (Aug 26); 12:e55905
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Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study
JMIR Serious Games 2024 (Jul 16); 12:e58411
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Experience of Youths and Older People With Virtual Reality Games for Cognitive Assessment: Inductive Thematic Analysis and Insights for Key Stakeholders
JMIR XR Spatial Comput 2024 (Jun 28); 1:e59197
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Gamification Approach to Provide Support About the Deferral Experience in Blood Donation: Design and Feasibility Study
JMIR Hum Factors 2024 (Jun 14); 11:e50086
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Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study
JMIR Serious Games 2024 (Apr 26); 12:e51508
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Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
JMIR Serious Games 2024 (Apr 24); 12:e47600
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Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study
JMIR XR Spatial Comput 2024 (Apr 22); 1:e49171
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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
JMIR Serious Games 2024 (Apr 17); 12:e51730
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Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
JMIR Serious Games 2024 (Apr 10); 12:e50315
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Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study
JMIR Serious Games 2024 (Apr 05); 12:e36154
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Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study
JMIR Serious Games 2024 (Mar 22); 12:e43078
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