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The Effectiveness of an Artificial Intelligence–Based Gamified Intervention for Improving Maternal Health Outcomes Among Refugees and Underserved Women in Lebanon: Community Interventional Trial

The Effectiveness of an Artificial Intelligence–Based Gamified Intervention for Improving Maternal Health Outcomes Among Refugees and Underserved Women in Lebanon: Community Interventional Trial

This app features game principles such as a trivia-like concept, monthly recognition (most improved player [MIP] and most valuable player [MVP]), and monetary incentives to enhance learning engagement. These elements foster a sense of competition, motivation, and continuous improvement among HCPs.

Shadi Saleh, Nour El Arnaout, Nadine Sabra, Asmaa El Dakdouki, Zahraa Chamseddine, Randa Hamadeh, Abed Shanaa, Mohamad Alameddine

JMIR Mhealth Uhealth 2025;13:e65599


Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study

Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study

The study by [19] argued that successful games in the industry, known for their immersive qualities, incorporate 8 key features: game control technology, display technology, rewards, social elements, avatars, game difficulty, music or sound, and graphical realism. They proposed that future research could explore different game genres, aspects like game narrative and competition, improvements in user interface, and the integration of immersive technologies such as virtual and augmented reality.

Ahmad M S Elaklouk, Ratna Zuarni Ramli, Samah M M Alakklouk, Norsafinar Rahim

JMIR Hum Factors 2025;12:e67336


Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity

Active Video Games Training for Older Adults: Comparative Study of User Experience, Workload, Pleasure, and Intensity

The final game was also competitive but played 1 versus 1. Photography of each group (A) Immersive and Interactive Wall Exergames, (B) SWITCH games, (C) Bike-based Video Games group . Participants had to complete several mini games, including Hangman, Hidden Object, Memory, and Word Scramble. The goal was to score as many points as possible. In this game, players had to destroy as many fortresses and pigs on the screen as possible to progress through levels.

Néva Béraud-Peigné, Alexandra Perrot, Pauline Maillot

JMIR Serious Games 2025;13:e67314


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