听力与言语-语言病理学

行为科学

医学伦理学

你正在浏览JMIR SERIOUS GAMES期刊下所有文献
  • Use of Virtual Reality to Assess Dynamic Posturography and Sensory Organization: Instrument Validation Study.

    abstract:BACKGROUND:The Equitest system (Neurocom) is a computerized dynamic posturography device used by health care providers and clinical researchers to safely test an individual's postural control. While the Equitest system has evaluative and rehabilitative value, it may be limited owing to its cost, lack of portability, an...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/19580

    authors: Wittstein MW,Crider A,Mastrocola S,Guerena Gonzalez M

    更新日期:2020-12-16 00:00:00

  • Effects of Virtual Reality and Non-Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study.

    abstract:BACKGROUND:Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and virtual reality (VR)...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/16693

    authors: Ko J,Jang SW,Lee HT,Yun HK,Kim YS

    更新日期:2020-10-28 00:00:00

  • A Tablet App for Handwriting Skill Screening at the Preliteracy Stage: Instrument Validation Study.

    abstract:BACKGROUND:Difficulties in handwriting, such as dysgraphia, impact several aspects of a child's everyday life. Current methodologies for the detection of such difficulties in children have the following three main weaknesses: (1) they are prone to subjective evaluation; (2) they can be administered only when handwritin...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/20126

    authors: Dui LG,Lunardini F,Termine C,Matteucci M,Stucchi NA,Borghese NA,Ferrante S

    更新日期:2020-10-22 00:00:00

  • Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation.

    abstract:BACKGROUND:Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. OBJECTIVE:The objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents un...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/17979

    authors: Santana CCAP,Freitas ATVS,Oliveira Barreto G,Sousa De Avelar I,Mazaro-Costa R,Bueno GN,Ribeiro DC,Damasceno Silva G,Naghettini AV

    更新日期:2020-09-14 00:00:00

  • Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design.

    abstract:BACKGROUND:Although many studies have recently been published on the value of serious games for medical education, little attention has been given to the role of dark play (choosing unacceptable actions in games). OBJECTIVE:This study aimed to investigate potential differences in the characteristics of medical student...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/18479

    authors: Buijs-Spanjers KR,Hegge HH,Cnossen F,Jaarsma DA,de Rooij SE

    更新日期:2020-07-29 00:00:00

  • Using a Virtual Serious Game (Deusto-e-motion1.0) to Assess the Theory of Mind in Primary School Children: Observational Descriptive Study.

    abstract:BACKGROUND:Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment. OBJECTIVE:This study aims to validate and develop normative data for a virtual serious game (Deusto-e-motion1.0) for the evaluation of em...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/12971

    authors: Lázaro E,Amayra I,López-Paz JF,Martínez O,Pérez Alvarez M,Berrocoso S,Al-Rashaida M,García M,Luna P,Pérez-Núñez P,Rodriguez AA,Fernández P,Parada Fernández P,Oliva-Macías M

    更新日期:2020-04-02 00:00:00

  • An Epiduroscopy Simulator Based on a Serious Game for Spatial Cognitive Training (EpiduroSIM): User-Centered Design Approach.

    abstract:BACKGROUND:Performing high-level surgeries with endoscopy is challenging, and hence, an efficient surgical training method or system is required. Serious game-based simulators can provide a trainee-centered educational environment unlike traditional teacher-centered education environments since serious games provide a ...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/12678

    authors: Ko J,Lee JJ,Jang SW,Yun Y,Kang S,Shin DA,Kim YS

    更新日期:2019-08-27 00:00:00

  • Factors Associated with Sustained Exergaming: Longitudinal Investigation.

    abstract:BACKGROUND:Exergaming is technology-driven physical activity (PA) which, unlike traditional video game play, requires that participants be physically active to play the game. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming. OBJECTIVE...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/13335

    authors: O'Loughlin EK,Barnett TA,McGrath JJ,Consalvo M,Kakinami L

    更新日期:2019-07-31 00:00:00

  • Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study.

    abstract:BACKGROUND:Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is little consensus on what the serious and game components in a serious game are composed of. As a re...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/14620

    authors: Tan JW,Zary N

    更新日期:2019-07-16 00:00:00

  • Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review.

    abstract:BACKGROUND:Although traditional forms of therapy for anxiety-related disorders (eg, cognitive behavioral therapy, CBT) have been effective, there have been long-standing issues with these therapies that largely center around the costs and risks associated with the components comprising the therapeutic process. To treat...

    journal_title:JMIR serious games

    pub_type: 杂志文章,评审

    doi:10.2196/10965

    authors: Oing T,Prescott J

    更新日期:2018-11-07 00:00:00

  • A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study.

    abstract:BACKGROUND:Mobile phone and tablet apps are an increasingly common platform for collecting data. A key challenge for researchers has been participant "buy-in" and attrition for designs requiring repeated testing. OBJECTIVE:The objective of this study was to develop and assess the utility of 1-2 minute versions of both...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/10519

    authors: Thirkettle M,Lewis J,Langdridge D,Pike G

    更新日期:2018-10-30 00:00:00

  • Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research.

    abstract:BACKGROUND:eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt pr...

    journal_title:JMIR serious games

    pub_type: 杂志文章,评审

    doi:10.2196/games.9226

    authors: Jerdan SW,Grindle M,van Woerden HC,Kamel Boulos MN

    更新日期:2018-07-06 00:00:00

  • The Praise and Price of Pokémon GO: A Qualitative Study of Children's and Parents' Experiences.

    abstract:BACKGROUND:Physical activity has multiple health benefits; however, the majority of children around the world do not attain the recommended levels of daily physical activity. Research has shown that the game Pokémon GO has increased the amount of physical activity of players and that the game has the potential to reach...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/games.8979

    authors: Lindqvist AK,Castelli D,Hallberg J,Rutberg S

    更新日期:2018-01-03 00:00:00

  • User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study.

    abstract:BACKGROUND:Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a s...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/games.8013

    authors: Tobler-Ammann BC,Surer E,Knols RH,Borghese NA,de Bruin ED

    更新日期:2017-08-25 00:00:00

  • Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study.

    abstract:BACKGROUND:The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. OBJECTIVES:We aimed to create a t...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/games.6514

    authors: Tziraki C,Berenbaum R,Gross D,Abikhzer J,Ben-David BM

    更新日期:2017-07-31 00:00:00

  • Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game.

    abstract:BACKGROUND:Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification o...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/games.6464

    authors: Boendermaker WJ,Sanchez Maceiras S,Boffo M,Wiers RW

    更新日期:2016-12-06 00:00:00

  • Just a fad? Gamification in health and fitness apps.

    abstract:BACKGROUND:Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true proliferation of gamification in health apps. OBJECTIVE:The objective of ...

    journal_title:JMIR serious games

    pub_type: 杂志文章

    doi:10.2196/games.3413

    authors: Lister C,West JH,Cannon B,Sax T,Brodegard D

    更新日期:2014-08-04 00:00:00