Articles published in 2022 in this theme: 21 (scroll down to load remaining articles)
2022
An Emotional Bias Modification for Children With Attention-Deficit/Hyperactivity Disorder: Co-design Study
JMIR Form Res 2022 (Dec 09); 6(12):e36390
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Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis
JMIR Serious Games 2022 (Sep 29); 10(3):e35907
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Information System for Symptom Diagnosis and Improvement of Attention Deficit Hyperactivity Disorder: Protocol for a Nonrandomized Controlled Pilot Study
JMIR Res Protoc 2022 (Sep 28); 11(9):e40189
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Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis
JMIR Serious Games 2022 (Aug 19); 10(3):e31456
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The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis
JMIR Serious Games 2022 (Aug 09); 10(3):e35202
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Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial
JMIR Serious Games 2022 (Jun 13); 10(2):e29830
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Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
JMIR Serious Games 2022 (May 25); 10(2):e34884
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Authors’ Reply to: Learning More About the Effects of Gamification on Physical Activity. Comment on “Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials”
J Med Internet Res 2022 (May 03); 24(5):e38212
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Learning More About the Effects of Gamification on Physical Activity. Comment on “Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials”
J Med Internet Res 2022 (May 03); 24(5):e36396
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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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Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
JMIR Serious Games 2022 (Apr 25); 10(2):e32996
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Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology
JMIR Serious Games 2022 (Apr 04); 10(2):e30464
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Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study
JMIR Serious Games 2022 (Mar 24); 10(1):e30949
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The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis
JMIR Serious Games 2022 (Mar 10); 10(1):e34592
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The Effectiveness of Virtual Reality–Based Interventions in Rehabilitation Management of Breast Cancer Survivors: Systematic Review and Meta-analysis
JMIR Serious Games 2022 (Feb 28); 10(1):e31395
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Data-Driven Classification of Human Movements in Virtual Reality–Based Serious Games: Preclinical Rehabilitation Study in Citizen Science
JMIR Serious Games 2022 (Feb 10); 10(1):e27597
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The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review
JMIR Mhealth Uhealth 2022 (Feb 03); 10(2):e27794
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Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial
JMIR Serious Games 2022 (Feb 03); 10(1):e31747
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An Evidence Map on Serious Games in Preventing Sexually Transmitted Infections Among Adolescents: Systematic Review About Outcome Categories Investigated in Primary Studies
JMIR Serious Games 2022 (Feb 02); 10(1):e30526
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Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial
JMIR Res Protoc 2022 (Jan 27); 11(1):e32359
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