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Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey

Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey

Of the surveyed participants, 90.8% (n=443) reported engaging in video games (Table 2). Around one-third of gamers (n=158, 35.7%) reported playing for up to 6 hours per week, followed by a second group (n=147, 33.2%) who played between 6 and 15 hours per week, and a third group (n=138, 31.1%) who played more than 15 hours per week.

Nicola Diviani, Shelly Chadha, Peter Mulas, Sara Rubinelli

JMIR Form Res 2025;9:e60476

Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study

Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study

Feedback from games can enhance self-efficacy, thereby affecting user participation and persistence in activities [15]. Virtual reality biofeedback games can help to increase self-efficacy and reduce stress; there is evidence that higher self-efficacy is correlated with an increased ability to relax postgaming [16]. Enhanced self-efficacy also supports adherence to BBTI, while low self-efficacy is associated with poorer compliance with stimulus control therapy and sleep hygiene [17].

Yi-Jen Lai, Hsiao-Yean Chiu, Ko-Chiu Wu, Chun-Wei Chang

JMIR Serious Games 2025;13:e67000

Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study

Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study

A recent scoping review by Tolks et al [4] identified a limited evidence base (16 articles) on the use of artificial intelligence in health-related serious games, predominantly using ML methods. Among these, only 2 studies focused on mild cognitive impairment, with none specifically targeting dementia.

Melika Torabgar, Mathieu Figeys, Shaniff Esmail, Eleni Stroulia, Adriana M Ríos Rincón

JMIR Serious Games 2025;13:e54797

Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study

Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study

The term exergames (a portmanteau of “exercise” and “games”) referred to technology-based physical activities where people could move their entire bodies for the purpose of playing [11]. As an emerging field in technology, virtual reality had attracted attention for its ability to enhance participation [12]. It allowed users to gain real-world experiences by interacting with it in a similar way to what they would experience in the real world [13].

Yanya Chen, Lina Guan, Weixin Wu, Liang Ye, Yan He, Xiaofen Zheng, Sicun Li, Bingsheng Guan, Wai-kit Ming

J Med Internet Res 2024;26:e58422

Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial

Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial

In addition to our work, researchers have shown the success of games for health through randomized controlled trials [12-15]. Engaging gameplay has proven to be a promising avenue for tobacco prevention [16]. On the basis of a systematic review [17], most games for combustible tobacco prevention and cessation have leveraged the use of rewards and interactive activities to drive behavior change.

Georges Khalil, Erica Ramirez, Meerah Khan, Bairu Zhao, Nuno Ribeiro, Patrick Balian

JMIR Serious Games 2024;12:e63296

Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation

Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation

One potentially effective strategy for understanding patient medication adherence is the use of serious games and gamification [12] or the introduction of gaming elements into the medication experience. Games motivate users into engaging in an activity with a higher intensity and duration [13]. Game elements are activities, behaviors, and mechanisms designers incorporate into a specific context to create a gameful experience [13].

Umar Taj, Aikaterini Grimani, Daniel Read, Ivo Vlaev

JMIR Serious Games 2024;12:e47141

Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial

Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial

In school, educational games have been proven to affect children’s learning [19]. Games can be enjoyable, create engagement, and induce behavior changes [20]. Using digital tools and games to prepare children before procedures and having them take part in the development process are becoming more common [21-23]. Children with cancer have suggested that information should be given to elevate understanding about a specific treatment, which also encourages their ability to cope with the procedure [24].

Catarina Cederved, Gustaf Ljungman, Jon Back, Charlotte Ångström-Brännström, Gunn Engvall

JMIR Serious Games 2024;12:e54082

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

Video games are a form of interactive entertainment that has gained enormous popularity around the world. Video games can be seen even as a form of cultural expression because they reflect the creativity, values, beliefs, and experiences of both game developers and gamers alike [1]. According to a report by DFC Intelligence, 40% of the global population plays video games, which represents an estimated 3.1 billion people playing video games as of 2022 [2].

Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena

JMIR Serious Games 2024;12:e57304

COVID-19–Related Social Isolation, Self-Control, and Internet Gaming Disorder Among Chinese University Students: Cross-Sectional Survey

COVID-19–Related Social Isolation, Self-Control, and Internet Gaming Disorder Among Chinese University Students: Cross-Sectional Survey

According to the research report on the internet usage of minors in China in 2023 released by China Internet Network Information Center, 522 million Chinese citizens often played internet games, and university students are one of the main groups who often play internet games [6,7].

Yufang Guo, Fangyan Yue, Xiangyu Lu, Fengye Sun, Meixing Pan, Yannan Jia

J Med Internet Res 2024;26:e52978

Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study

Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study

Multiple studies demonstrate the effectiveness of VR games in improving gross motor function, balance, gait, and reaching kinematics in children with CP [22-27]. Our interdisciplinary team developed HABIT-VR, a therapeutic VR software that incorporates motor learning principles and gamifies bimanual upper extremity HABIT tasks into portable environments that are scalable to individual ability levels [12].

James E Gehringer, Anne Woodruff Jameson, Hailey Boyer, Jennifer Konieczny, Ryan Thomas, James Pierce III, Andrea B Cunha, Sandra Willett

JMIR Form Res 2024;8:e57588