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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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Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial
Background: Eswatini has one of the highest HIV prevalence rates worldwide (24.8% among people aged ≥15 years), with unpro...
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Evaluating the Effectiveness of Immersive Virtual Reality Rehabilitation Games With Enhanced Visual Training for Hand Motor Function Improvement Using Electromyography: Randomized Controlled Trial
Background: Hand motor dysfunctions significantly reduce the performance of stroke survivors. This affects their motor tas...
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Mobile Exergames to Reduce Sedentary Time in Patients With Heart Failure: What Do Health Care Professionals Expect?
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Efficacy of the Web-Based Gamified Infection Control Training System on Practices for Health Care Workers in Residential Care Homes: Clustered Randomized Controlled Trial
Background: Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infe...
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Effects of Progressive Aerobic Training on Executive-Reward Network Connectivity and Symptoms of Internet Gaming Disorder: Randomized Controlled Trial
Background: Background: Internet gaming disorder (IGD) causes neurocognitive deficits and brain functional. Traditional in...
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Immersive Virtual Reality–Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants’ and Therapists’ Experiences in the Challenge Trial
Background: Immersive virtual reality-assisted therapy (VRT) is a relational therapy for distressing voices in psychosis. ...
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Development and Evaluation of a Monocular Camera–Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial
Background: Exergames have emerged as effective interventions for promoting physical activity and preventing type 2 diabet...
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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...
Jmir Serious Games
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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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Research Hotspots and Trends of Virtual Reality Intervention for Stroke: Bibliometric Analysis
Background: Virtual reality (VR) is a rapidly developing technology that has gained significant traction in the treatment ...
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Playful Antisedentary Interactions for Online Meeting Scenarios: A Research Through Design Approach
Background: Online meetings have become an integral part of daily life for many people. However, prolonged periods of sitt...
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Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method
Background: Smartwatch-based gamification holds great promise for enhancing fitness apps and promoting physical exercise; ...
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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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