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36 results on '"GAMIFICATION"'

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1. Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis.

2. Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke.

3. Impact of Gamification on Consumers' Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments.

4. A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study.

5. Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment.

6. Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study.

7. Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study.

8. A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation.

9. Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis.

10. A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study.

11. Effect of the "Art Coloring" Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation.

12. User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial.

13. Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment.

14. A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women.

15. Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study.

16. Adapting the Use of Digital Content to Improve the Learning of Numeracy Among Children With Autism Spectrum Disorder in Rwanda: Thematic Content Analysis Study.

17. Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology.

18. The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis.

19. A Virtual Reality Game Suite for Graded Rehabilitation in Patients With Low Back Pain and a High Fear of Movement:Within-Subject Comparative Study.

20. Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study.

21. Team Building Through Team Video Games: Randomized Controlled Trial.

22. Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study.

23. Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study.

24. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study.

25. Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study.

26. Serious Games Are Not Serious Enough for Myoelectric Prosthetics.

27. Software Engineering Frameworks Used for Serious Games Development in Physical Rehabilitation: Systematic Review.

28. Contribution of the co.LAB Framework to the Collaborative Design of Serious Games: Mixed Methods Validation Study.

29. Game Design in Mental Health Care: Case Study-Based Framework for Integrating Game Design Into Therapeutic Content.

30. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review.

31. The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study.

32. Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach.

33. A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study.

34. The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States.

35. Medical Students' Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis.

36. Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study.

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