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Editions published in JMIR serious games 252
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Ecological validity of virtual reality daily living activities screening for early dementia: longitudinal study.
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Surgical Trainee Opinions in the United Kingdom Regarding a Three-Dimensional Virtual Mentoring Environment (MentorSL) in Second Life: Pilot Study
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Gamification: what it is and why it matters to digital health behavior change developers
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Assessing video games to improve driving skills: a literature review and observational study
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The cure: design and evaluation of a crowdsourcing game for gene selection for breast cancer survival prediction
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Just a fad? Gamification in health and fitness apps
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Diabetes island: preliminary impact of a virtual world self-care educational intervention for african americans with type 2 diabetes.
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How to systematically assess serious games applied to health care
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DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss
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Virtual rehabilitation for multiple sclerosis using a kinect-based system: randomized controlled trial
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Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression
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Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses
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A functional magnetic resonance imaging assessment of small animals' phobia using virtual reality as a stimulus
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Evaluating the benefits of collaboration in simulation games: the case of health care
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Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.
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What serious video games can offer child obesity prevention
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Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples
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The design and relevance of a computerized gamified depression therapy program for indigenous māori adolescents
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Using a Virtual Environment to Deliver Evidence-Based Interventions: The Facilitator's Experience.
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Training Vegetable Parenting Practices Through a Mobile Game: Iterative Qualitative Alpha Test
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Effects of Social Network Exposure on Nutritional Learning: Development of an Online Educational Platform
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Exposure to "Exergames" Increases Older Adults' Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study
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Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.
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Health Behavior Theory in Physical Activity Game Apps: A Content Analysis.
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Engaging Elderly People in Telemedicine Through Gamification
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Usability Evaluation Methods for Gesture-Based Games: A Systematic Review
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Quittr: The Design of a Video Game to Support Smoking Cessation
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Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study.
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Behavioral Economics, Wearable Devices, and Cooperative Games: Results From a Population-Based Intervention to Increase Physical Activity.
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Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study
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The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial
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Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men.
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