Serious games and gamification in healthcare: a meta-review

R Damaševičius, R Maskeliūnas, T Blažauskas - Information, 2023 - mdpi.com
A serious game is a type of game that is designed for a primary purpose other than
entertainment. Instead, serious games are intended to achieve specific goals, such as …

Therapeutic use of serious games in mental health: scoping review

A Dewhirst, R Laugharne, R Shankar - BJPsych open, 2022 - cambridge.org
BackgroundThere has been an increase in the development and application of serious
games to support management of mental ill health, but their full impact is unclear …

[HTML][HTML] The effects of serious games on cardiopulmonary resuscitation training and education: systematic review with meta-analysis of randomized controlled trials

P Cheng, Y Huang, P Yang, H Wang, B Xu… - JMIR Serious …, 2024 - games.jmir.org
Background: Serious games have emerged as an innovative educational strategy with the
potential to significantly enhance the quality and effectiveness of cardiopulmonary …

[HTML][HTML] The Use of Gamification in the self-management of patients with chronic diseases: scoping review

X Huang, X Xiang, Y Liu, Z Wang, Z Jiang… - JMIR Serious …, 2023 - games.jmir.org
Background Chronic disease self-management is a public health issue of worldwide
concern, and gamification is an emerging strategy to improve patients' participation in …

[HTML][HTML] Nationwide deployment of a serious game designed to improve COVID-19 infection prevention practices in Switzerland: prospective web-based study

M Suppan, L Stuby, S Harbarth, CA Fehlmann… - JMIR serious …, 2021 - games.jmir.org
Background Lassitude and a rather high degree of mistrust toward the authorities can make
regular or overly constraining COVID-19 infection prevention and control campaigns …

[HTML][HTML] Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO

L Lukka, VM Karhulahti, VR Bergman, JM Palva - Internet Interventions, 2024 - Elsevier
Digital interventions often suffer from low usage, which may reflect insufficient attention to
user experience. Moreover, the existing evaluation methods have limited applicability in the …

The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study

L Lukka, A Salonen, M Vesterinen, VM Karhulahti… - BMC Digital Health, 2023 - Springer
Background Digital interventions are typically evaluated by their effectiveness and
engagement, while the characteristics of patients who perceive them to be attractive have …

Gamified expert annotation systems: meta-requirements and tentative design

S Warsinsky, M Schmidt-Kraepelin, S Thiebes… - … Conference on Design …, 2022 - Springer
Poorly annotated data is a common problem for data-intensive applications like supervised
machine learning. In domains like healthcare, annotation tasks require specific domain …

[HTML][HTML] The development of game-based digital mental health interventions: bridging the paradigms of health care and entertainment

L Lukka, JM Palva - JMIR serious games, 2023 - games.jmir.org
Game elements are increasingly used to improve user engagement in digital mental health
interventions, and specific game mechanics may yield therapeutic effects per se and thereby …

[HTML][HTML] A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study

JFO Morán, JB Pagador, VG Preciado… - JMIR aging, 2024 - aging.jmir.org
Background: Cognitive stimulation of older people helps prevent, and even treat, age-
related diseases, such as mild cognitive impairment. Playing games reduces the probability …