[HTML][HTML] Conceptual ambiguity surrounding gamification and serious games in health care: literature review and development of game-based intervention reporting …

S Warsinsky, M Schmidt-Kraepelin, S Rank… - Journal of medical …, 2021 - jmir.org
Background In health care, the use of game-based interventions to increase motivation,
engagement, and overall sustainability of health behaviors is steadily becoming more …

[HTML][HTML] Mapping behavioral health serious game interventions for adults with chronic illness: Scoping review

TH Thomas, V Sivakumar, D Babichenko… - JMIR serious …, 2020 - games.jmir.org
Background: Serious games for health are increasingly being used to address health
outcomes in patients with chronic illnesses. These studies vary in their study designs, patient …

[HTML][HTML] Team building through team video games: randomized controlled trial

MJ Keith, DL Dean, J Gaskin, G Anderson - JMIR serious games, 2021 - games.jmir.org
Background Organizations of all types require the use of teams. Poor team member
engagement costs billions of US dollars annually. Objective This study aimed to explain how …

[HTML][HTML] Impact of using a 3D visual metaphor serious game to teach history-taking content to medical students: Longitudinal mixed methods pilot study

H Alyami, M Alawami, M Lyndon, M Alyami… - JMIR Serious …, 2019 - games.jmir.org
Background: History taking is a key component of clinical practice; however, this skill is often
poorly performed by students and doctors. Objective: The study aimed to determine whether …

[HTML][HTML] Boundary objects as dialogical learning accelerators for social change in design for health: systematic review

G Terlouw, D Kuipers, L Veldmeijer… - JMIR human …, 2022 - humanfactors.jmir.org
Background Boundary objects can add value for innovative design and implementation
research in health care through their organizational focus and the dynamic structure …

[HTML][HTML] Learner analysis to inform the design and development of a serious game for nongaming female emerging health care preprofessionals: qualitative sample …

K Glover, A Bodzin - JMIR serious games, 2020 - researchprotocols.org
Background: Overall, 75% of health care practitioners are women, but half of all females do
not play digital games of any kind. There is no consensus in the literature regarding optimal …

[HTML][HTML] Development and feasibility testing of a video game to reduce high-risk heterosexual behavior in Spanish-speaking Latinx adolescents: mixed methods study

MJ Pensak, LS Lundsberg, NL Stanwood… - JMIR Serious …, 2020 - games.jmir.org
Background: Similar to broader health disparities, Latinx adolescents have higher rates of
high-risk sexual behavior resulting in pregnancy rates that are 2 times higher and sexually …