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Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America

Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America

Serious games are designed to cultivate skills for a specific topic and do so by activating existing schema in the mind of a player to ultimately produce “new knowledge” and experiences [1]. In contrast to reading a pamphlet or searching online, players engage with serious games, given their inherent fulfillment of a need to have fun or be satisfied, as suggested by self-determination theory [2].

Sara Champlin, Juli James

JMIR Serious Games 2017;5(4):e22


Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial

Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial

Serious games are now widely used for training as an additional modality to simulation-based education by various industries [1-5]. Training using serious gaming modules can be conducted through various platforms, such as personal computers; tablet personal computers; virtual reality (VR); or mixed reality systems, such as augmented reality or augmented virtuality.

Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli

JMIR Serious Games 2024;12:e58654


Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial

Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial

In school, educational games have been proven to affect children’s learning [19]. Games can be enjoyable, create engagement, and induce behavior changes [20]. Using digital tools and games to prepare children before procedures and having them take part in the development process are becoming more common [21-23]. Children with cancer have suggested that information should be given to elevate understanding about a specific treatment, which also encourages their ability to cope with the procedure [24].

Catarina Cederved, Gustaf Ljungman, Jon Back, Charlotte Ångström-Brännström, Gunn Engvall

JMIR Serious Games 2024;12:e54082


Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial

Effect of a Mobile Game–Based Intervention to Enhance Child Safety: Randomized Controlled Trial

A meta-analysis also reported that digital games created for therapeutic purposes were consistently associated with a reduction in negative emotional experiences among children and early adolescents [15]. Commercial video games, which are primarily designed for entertainment rather than therapy, were found to be as advantageous as clinical video games in producing feelings of joy, happiness, and positivity among older adults and patients [16].

Rosa S Wong, Keith T S Tung, Frederick K W Ho, Wilfred H S Wong, Chun Bong Chow, Ko Ling Chan, King Wa Fu, Patrick Ip

J Med Internet Res 2024;26:e51908


Epic Allies, a Gamified Mobile Phone App to Improve Engagement in Care, Antiretroviral Uptake, and Adherence Among Young Men Who Have Sex With Men and Young Transgender Women Who Have Sex With Men: Protocol for a Randomized Controlled Trial

Epic Allies, a Gamified Mobile Phone App to Improve Engagement in Care, Antiretroviral Uptake, and Adherence Among Young Men Who Have Sex With Men and Young Transgender Women Who Have Sex With Men: Protocol for a Randomized Controlled Trial

Serious games (games designed to accomplish a purpose, such as influencing learning, civic engagement, or health behavior change) are increasingly being used to address behavioral and psychological factors that inhibit adherence to medical treatment regimens [39-41]. Such games are intended to be goal-oriented, immersive, challenging, and motivating [42]. Games designed to improve health can influence health attitudes and improve behavior change self-efficacy [43-46].

Sara H LeGrand, Kathryn E Muessig, Alyssa Platt, Karina Soni, Joseph R Egger, Nkechinyere Nwoko, Tobias McNulty, Lisa B Hightow-Weidman

JMIR Res Protoc 2018;7(4):e94


Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques

Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques

By utilizing games’ ability to engage individuals, it may be possible to make the testing experience less burdensome, thereby reducing attrition. In previous studies, self-report questionnaires of participants’ enjoyment have found that gamelike experiments are typically rated as more enjoyable than their nongamelike counterparts [25,31-35].

Jim Lumsden, Andy Skinner, David Coyle, Natalia Lawrence, Marcus Munafo

J Med Internet Res 2017;19(11):e395


Who Is Still Playing Pokémon Go? A Web-Based Survey

Who Is Still Playing Pokémon Go? A Web-Based Survey

Medical and public health communities have discussed the potential of these games with regard to their influence on higher levels of sustainable physical activity to achieve health benefits [10]. The most successful game in this category in 2016 was Pokémon Go. It is an augmented reality game for i OS and Android released in July 2016.

Peter Wilhelm Victor Rasche, Anna Schlomann, Alexander Mertens

JMIR Serious Games 2017;5(2):e7


Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review

Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review

Previous studies have reported the possibility that the complex features of serious games may increase users’ mental workload, which may negatively impact learning [30]. Additionally, some studies have argued that the addictive nature of video games should not be overlooked in the use of serious games [31] (interestingly, though, at least one study has argued the opposite effect, stating that serious games can be used as a solution to game addiction issues [32]).

Sunghak Kim, Paije Wilson, Olufunmilola Abraham

JMIR Serious Games 2024;12:e58724


Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study

Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study

The term exergames (a portmanteau of “exercise” and “games”) referred to technology-based physical activities where people could move their entire bodies for the purpose of playing [11]. As an emerging field in technology, virtual reality had attracted attention for its ability to enhance participation [12]. It allowed users to gain real-world experiences by interacting with it in a similar way to what they would experience in the real world [13].

Yanya Chen, Lina Guan, Weixin Wu, Liang Ye, Yan He, Xiaofen Zheng, Sicun Li, Bingsheng Guan, Wai-kit Ming

J Med Internet Res 2024;26:e58422


Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study

Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study

Multiple studies demonstrate the effectiveness of VR games in improving gross motor function, balance, gait, and reaching kinematics in children with CP [22-27]. Our interdisciplinary team developed HABIT-VR, a therapeutic VR software that incorporates motor learning principles and gamifies bimanual upper extremity HABIT tasks into portable environments that are scalable to individual ability levels [12].

James E Gehringer, Anne Woodruff Jameson, Hailey Boyer, Jennifer Konieczny, Ryan Thomas, James Pierce III, Andrea B Cunha, Sandra Willett

JMIR Form Res 2024;8:e57588