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Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial

Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial

Difficulty adjustment is a crucial concept in game design because it provides participants with a sense of challenge that matches their skill level. By striking a balance between ease and difficulty, the intervention avoids boredom from being too predictable and frustration from being too demanding. This sense of challenge promotes a state of “flow,” where participants are fully immersed and engaged in the task.

Danlin Shen, Jianping Jiao, Liqun Zhang, Yanru Liu, Xiang Liu, Yuanhui Li, Tianjiao Zhang, Dai Li, Wei Hao

JMIR Serious Games 2025;13:e56978

Kangaroo Stimulation Game in Tracheostomized Intensive Care–Related Dysphagia: Interventional Feasibility Study

Kangaroo Stimulation Game in Tracheostomized Intensive Care–Related Dysphagia: Interventional Feasibility Study

Furthermore, the s EMG signal from the patient may be used in an interactive game using various exercises in which timing and strength of the swallowing action are trained. We hypothesized that the Rephagia biofeedback system using an interactive game to evaluate and stimulate swallowing is feasible and potentially useful to evaluate dysphagia over time in ICU patients.

Marjolein Jansen, Ingrid D van Iperen, Anke Kroner, Raphael Hemler, Esther Dekker-Holverda, Peter E Spronk

JMIR Serious Games 2025;13:e60685

Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial

Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial

This approach emphasizes the use of playfulness, which is important to engage young children, while integrating game mechanics such as point systems, rewards, and progress tracking. These elements were strategically implemented to enhance motivation and promote adherence to the PA program. The intervention activities incorporated customizable features, including adjustable difficulty levels and personalized avatars, to sustain participants’ interest and engagement.

Gaizka Legarra-Gorgoñon, Yesenia García-Alonso, Robinson Ramírez-Vélez, Loreto Alonso-Martínez, Mikel Izquierdo, Alicia M Alonso-Martínez

JMIR Serious Games 2025;13:e60185

Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study

Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study

This pilot study aimed to expand the scope of telemedicine and telerehabilitation by assessing the feasibility of the novel Virtual Remote Tele-Physical Examination (VIRTEPEX) system, which combines an augmented reality computer game environment with the Microsoft Kinect system to track motion and estimate force during gameplay [26]. The VIRTEPEX system can be operated asynchronously to evaluate motion and strength and has the potential to augment Tele PA during or between telemedicine visits.

Richard Wu, Keerthana Chakka, Sara Belko, Ninad Khargonkar, Kevin Desai, Balakrishnan Prabhakaran, Thiru Annaswamy

JMIR Serious Games 2025;13:e57443

Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study

Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study

In the primary game levels of Vision Planet, users should have eliminated all monsters to complete the level. Upon successful clearance, a treasure box was awarded which contained 3 buffs. The interfaces of the tutorial level, main game levels, and bonus levels are illustrated in Figure 2. Training journey. The training journey in Vision Planet includes a tutorial level, main game levels, and bonus levels.

Wenqing Zhu, Shuneng Gu, Jian Li, Jin Lin, Chanling Hu, Rui Liu

JMIR Serious Games 2025;13:e63384

Evaluating a Virtual Reality Game to Enhance Teen Distracted Driving Education: Mixed Methods Pilot Study

Evaluating a Virtual Reality Game to Enhance Teen Distracted Driving Education: Mixed Methods Pilot Study

By having teens experience a novel VR game featuring DDB (Distracted Navigator) and engage in a facilitated educational discussion relating gameplay to real-world consequences, we sought to make more effective education on how DDB and TWD impact driving performance. Distracted Navigator was developed iteratively with Preview Labs [36], informed by VR PLAY [37] and other game development guidelines.

Colleen M Peterson, Timothy Visclosky, Carol A Flannagan, Prashant Mahajan, Andrew Gabanyicz, Jean-Jacques Bouchard, Vincent Cervantes, William Gribbin, Andrew Nobuhide Hashikawa

JMIR Form Res 2024;8:e60674

Developing Game-Based Design for eHealth in Practice: 4-Phase Game Design Process

Developing Game-Based Design for eHealth in Practice: 4-Phase Game Design Process

The questionnaire included questions on the theme of the game; the gameplay; the graphical style; and the used game mechanics, such as the game progress. Furthermore, questions were asked about the clarity and use experience of the gamified interface compared with the basic app. These aspects were measured on 34 items rated on a 5-point Likert scale. Game preference (perception and appreciation) was measured by means of 2 times 17 statements on the content present in the game.

Frederiek de Vette, Aurora Ruiz-Rodriguez, Monique Tabak, Wendy Oude Nijeweme-d'Hollosy, Hermie Hermens, Miriam Vollenbroek-Hutten

JMIR Form Res 2024;8:e13723

Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education

Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education

To achieve this objective, the game incorporates scientifically designed game-based learning mechanics including an agent-based infection model, a social distancing policy model, and an economic model. Furthermore, a participatory design (PD) process was conducted, with this learner-centric approach enhancing the educational effectiveness of the game.

Myunghwan Kwak, Byeong-Je Kim, Ji-Bum Chung

JMIR Serious Games 2024;12:e54968

Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale

Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale

Before use in schools, it requires a formal usability assessment by game developers and health care professionals to ensure ease of use, learning, and interaction. The primary objective was to evaluate the usability of the SG Children Save Hearts among health care and IT professionals using the System Usability Scale (SUS) [5], a validated usability assessment tool. The study protocol was approved by the ethics committee of the University of Marília, Brazil (CAAE: 57160121400005496).

Uri Adrian Prync Flato, Emilio José Beffa dos Santos, Isabella Bispo Diaz T Martins, Vinicius Gazin Rossignoli, Thais Dias Midega, Lucas Kallas-Silva, Ricardo Ferreira Mendes de Oliveira, Adriana do Socorro Lima Figueiredo Flato, Mario Vicente Guimarães, Hélio Penna Guimarães

JMIR Serious Games 2024;12:e55333

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

Video games can be seen even as a form of cultural expression because they reflect the creativity, values, beliefs, and experiences of both game developers and gamers alike [1]. According to a report by DFC Intelligence, 40% of the global population plays video games, which represents an estimated 3.1 billion people playing video games as of 2022 [2]. In 2022, the global video game industry reached a market size of approximately US $246 billion [3].

Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena

JMIR Serious Games 2024;12:e57304