Articles published in this theme: 10 (scroll down to load remaining articles)
2025
In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth Gaming Experience Scales
JMIR Serious Games 2025 (Nov 12); 13:e63612
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Emotional Dysregulation-Mediated Associations Between Guilt Proneness, Shame Proneness, and Internet Gaming Disorder Among Chinese University Students: Cross-Sectional Survey
J Med Internet Res 2025 (Sep 05); 27:e74052
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A Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design Gamified): Randomized Controlled Trial
JMIR Serious Games 2025 (Aug 25); 13:e70453
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Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey
JMIR Form Res 2025 (Mar 25); 9:e60476
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2024
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study
JMIR Serious Games 2024 (Apr 22); 12:e45985
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Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study
JMIR Serious Games 2024 (Feb 27); 12:e39587
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2021
Psychometric Properties of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF): Systematic Review
J Med Internet Res 2021 (Oct 18); 23(10):e26821
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Design of a Game-Based Training Environment to Enhance Health Care Professionals’ E–Mental Health Skills: Protocol for a User Requirements Analysis
JMIR Res Protoc 2021 (Feb 17); 10(2):e18815
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2020
Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis
JMIR Serious Games 2020 (Jun 15); 8(2):e16261
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2019
A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation
JMIR Serious Games 2019 (Jul 23); 7(3):e12788
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