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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, ...
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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 ...
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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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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...
Jmir Serious Games
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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...
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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...
Jmir Serious Games
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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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