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A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial
Background: With the growing prevalence of aging populations, improving the health and quality of life of older adults has...
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A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults’ Health: Design and Validation Study
Background: Population aging underlines the critical need for improving health professional training to adequately care fo...
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Enhancing Equity in Schoolchildren’s Basic Life Support Education in Brazil Through Serious Games: Cohort Study
Background: Out-of-hospital cardiac arrests (OHCAs) predominantly occur in residential settings, often witnessed by childr...
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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
Background: Gaming is a prevalent activity during adolescence, a developmental stage characterized by vulnerability to gam...
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Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study
Background: Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can...
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Prevalence, Sex Differences, and Predictors of Internet Gaming Disorder Among Impoverished Rural Adolescents: Cross-Sectional and Prospective Cohort Study
Background: Gaming disorder is prevalent in the world and poses significant harm. Poor rural adolescents face unique risks...
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Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial
Background: Exergame balance training integrates cognitive and motor challenges, potentially enhancing neuroplasticity, po...
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Performance and Perceptions of Health Care Professionals Using an Immersive Virtual Reality Tool for Home Care Training: Observational Feasibility and Acceptability Study
Background: Informal caregivers play a crucial role in home care and many lack formal training, potentially compromising p...
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A Novel Eye Tracking–Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study
Background: Traditional vision tests for young children are limited by their reliance on subjective feedback and narrow as...
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Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Randomized Controlled Trial
Background: Retention capacities depend on the learning context. The optimal interval between two learning sessions to mai...
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Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study
Background: Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recomme...
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Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study
Background: The exponential growth of new technologies has meant that the educational field has had to update itself. From...
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Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study
Background: In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cogn...
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Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber
Background: Virtual reality (VR) active gaming is growing in popularity but little is known about physical activity during...
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Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study
Background: Alzheimer disease (AD) is the leading cause of dementia worldwide. With aging populations and limited access t...
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Is the Pinball Machine a Blind Spot in Serious Games Research?
This article (letter to the editor) discusses an overlooked, long-established technology within serious games research: th...
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Authors’ Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?
We appreciate the insightful comments and reflections regarding our study on the impact of serious games on executive func...
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Electrophysiological Insights in Exergaming—Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review
Background: Exergames are interactive solutions that require physical activity and are commonly used in learning or rehabi...
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TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study
Background: Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when comp...
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Effectiveness of a Game-Based Mobile App for Educating Intensive Critical Care Specialist Nurses in Extracorporeal Membrane Oxygenation Pipeline Preflushing: Quasi-Experimental Trial
Background: In the context of training specialist nurses and nursing education, a game-based mobile application is used as...
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Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study
Background: Virtual reality (VR) adventure games can offer ideal technological solutions for training social skills in ado...
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Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment
Background: Positive self-esteem predicts happiness, well-being, and serves as a protective factor for favorable mental he...
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The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study
Background: As cancer treatment methods have diversified and the importance of self-management, which lowers the dependenc...
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Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study
Background: The global percentage of older people has increased significantly over the last decades. Information and commu...
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Virtual Reality in Clinical Nursing Practice Over the Past 10 Years: Umbrella Review of Meta-Analyses
Background: VR has shown promising levels of effectiveness in various scenarios, such as nursing education, pain managemen...
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Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study
Background: Duchenne and Becker muscular dystrophy (from now "DMD" and "BMD" respectively) are the neu...
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A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
Background: Opioid misuse and mental disorders are highly comorbid conditions. The ongoing substance misuse and mental hea...
Jmir Serious Games
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An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study
Background: Balance impairments are common in people with multiple sclerosis (MS), with reduced ability to maintain positi...
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Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study
Background: The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can ...
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Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis
Background: Virtual reality (VR) is a computer simulation technique that has been increasingly applied in pain management ...
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