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School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study
Background: School climate and school identification are important features of the school environment and potential determ...
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Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study
Background: Conventional rehabilitation approaches involve therapists simulating various occupational tasks in healthcare ...
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Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery: Randomized Controlled Trial
Background: EmergenCSimTM, is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool th...
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The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial
Background: The aging population highlights the need to maintain both physical and psychological well-being. Frailty, a mu...
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Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study
Background: The use of serious games (SGs) in nursing education is increasing, with the COVID-19 pandemic significantly ac...
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Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial
Background: Pain is a leading cause of disability around the world and severely impacts quality of life for millions of Am...
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Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis
Background: Attention deficit hyperactivity disorder (ADHD). is one of the common neurodevelopmental disorders in children...
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Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COV...
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Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation
Background: Cochlear implants are implanted hearing devices; instead of amplifying sounds like common hearing aids, this t...
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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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An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial
Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious ga...
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Gamification in Mobile Apps for Children With Disabilities: Scoping Review
Background: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging...
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Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review
Background: Among the older population, Parkinson disease (PD) stands out as a leading contributor to disability. Clinical...
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Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine
At the Worldwide Developers Conference in June 2023, Apple introduced the Vision Pro. The Apple Vision Pro (AVP) is a mixe...
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Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study
Background: Adolescent internet gaming disorder (IGD) was associated with severe harm, including suicidal ideation. While ...
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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...
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A Serious Game (MyDiabetic) to Support Children’s Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study
Background: Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and a...
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Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study
Background: Adolescent mental health is of utmost importance. E-mental health interventions, in particular 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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