Articles published in 2021 in this theme: 34 (scroll down to load remaining articles)
2021
Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study
JMIR Serious Games 2021 (Dec 23); 9(4):e33975
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Team Building Through Team Video Games: Randomized Controlled Trial
JMIR Serious Games 2021 (Dec 14); 9(4):e28896
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Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content
JMIR Serious Games 2021 (Dec 01); 9(4):e27953
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Evaluating a Strengths-Based mHealth Tool (MyStrengths): Explorative Feasibility Trial
JMIR Form Res 2021 (Nov 17); 5(11):e30572
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Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study
JMIR Serious Games 2021 (Oct 12); 9(4):e19614
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Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review
JMIR Serious Games 2021 (Sep 23); 9(3):e20066
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The Impact of a Gameful Breathing Training Visualization on Intrinsic Experiential Value, Perceived Effectiveness, and Engagement Intentions: Between-Subject Online Experiment
JMIR Serious Games 2021 (Sep 14); 9(3):e22803
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Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)
J Med Internet Res 2021 (Sep 10); 23(9):e30390
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A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study
JMIR Serious Games 2021 (Sep 01); 9(3):e26824
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A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development
JMIR Serious Games 2021 (Aug 31); 9(3):e27291
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A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study
JMIR Serious Games 2021 (Aug 31); 9(3):e26153
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Gamification and Game-Based Strategies for Dermatology Education: Narrative Review
JMIR Dermatol 2021 (Aug 30); 4(2):e30325
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Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach
JMIR Serious Games 2021 (Aug 27); 9(3):e27195
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The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach
J Med Internet Res 2021 (Aug 12); 23(8):e24546
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The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review
JMIR Serious Games 2021 (Aug 09); 9(3):e26449
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Feasibility and Effects of Virtual Reality Motor-Cognitive Training in Community-Dwelling Older People With Cognitive Frailty: Pilot Randomized Controlled Trial
JMIR Serious Games 2021 (Aug 06); 9(3):e28400
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Mobile Health for Smoking Cessation Among Disadvantaged Young Women During and After Pregnancy: User-Centered Design and Usability Study
JMIR Form Res 2021 (Aug 04); 5(8):e24112
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Medical Students’ Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis
JMIR Serious Games 2021 (Jul 28); 9(3):e25637
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Evaluating Quality, Usability, Evidence-Based Content, and Gamification Features in Mobile Learning Apps Designed to Teach Children Basic Life Support: Systematic Search in App Stores and Content Analysis
JMIR Mhealth Uhealth 2021 (Jul 20); 9(7):e25437
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Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games 2021 (Jul 08); 9(3):e29080
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