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A Narrative-Gamified Mental Health App (Kuamsha) for Adolescents in Uganda: Mixed Methods Feasibility and Acceptability Study
Background: Many adolescents in Uganda are affected by common mental disorders, but only a few affordable treatment option...
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Game-Based Promotion of Assertiveness to Mitigate the Effects of Bullying in High School Students: Development and Evaluation Study
Background: For years, Mexico has reported the highest global incidence of school bullying, with approximately 19% of stud...
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Use of 4 Open-Ended Text Responses to Help Identify People at Risk of Gaming Disorder: Preregistered Development and Usability Study Using Natural Language Processing
Background: Words are a natural way to describe mental states in humans, while numerical values are a convenient and effec...
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Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality–Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study
Background: With substantial resources allocated to develop virtual reality (VR)–based rehabilitation exercise programs fo...
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User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study
Background: Reminiscence therapy through music is a psychosocial intervention with benefits for elderly patients with neur...
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Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study
Background: This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxin...
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Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial
Background: Difficulties in emotional regulation are often observed in children and adolescents with attention-deficit/hyp...
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Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study
Background: Complications due to dysphagia are increasingly prevalent among the elderly; however, the tediousness and comp...
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Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region
Background: The gaming and gambling overlap have intensified with new evidence emerging. However, the relationship between...
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Pervasive Games for Sexual Health Promotion: Scoping Literature Review
Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for ...
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Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial
Background: Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household...
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Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study
Background: Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illn...
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Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study
Background: Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game–based interventions ...
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The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure
Reducing inactivity in patients with chronic disease is vital since it can decrease the risk of disease progression and mo...
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The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial
Background: In recent years, the integration of technology in education has revolutionized traditional learning paradigms....
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Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study
Background: Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone ...
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A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study
Background: Restoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and cons...
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Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries
Background: In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting ph...
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Effects of a Serious Smartphone Game on Nursing Students' Theoretical Knowledge and Practical Skills in Adult Basic Life Support: Randomized Wait List–Controlled Trial
Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over tim...
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Efficacy of a Virtual 3D Simulation–Based Digital Training Module for Building Dental Technology Students’ Long-Term Competency in Removable Partial Denture Design: Prospective Cohort Study
Background: As an attractive treatment option for partially edentulous patients, the removable partial dentures (RPDs) hav...
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Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Background: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their u...
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Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study
Background: Surgery is an essential treatment for early breast cancer. However, the management of side effects after breas...
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Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study
Extremely-low-volume high-intensity interval training (ELVHIIT) has become a popular exercise strategy in modern society, ...
Jmir Serious Games
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Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study
Background: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowl...
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Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial
Background: Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a signifi...
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Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study
Background: Digital health technologies have the potential to improve health outcomes for older adults, especially for tho...
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Therapeutic Uses of Gaming in Mental Health: An Untapped Potential
In their exploratory study, Pine et al [] unveil promising results indicating the potential therapeutic benefits of using ...
Jmir Serious Games
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Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study
Background: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) funct...
Jmir Serious Games
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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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