Published on in Vol 22 , No 4 (2020) :April

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/14549, first published .
Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis

Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis

Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis

Journals

  1. Saucedo-Araujo R, Chillón P, Pérez-López I, Barranco-Ruiz Y. School-Based Interventions for Promoting Physical Activity Using Games and Gamification: A Systematic Review Protocol. International Journal of Environmental Research and Public Health 2020;17(14):5186 View
  2. Haghighi Osgouei R, Soulsby D, Bello F. Rehabilitation Exergames: Use of Motion Sensing and Machine Learning to Quantify Exercise Performance in Healthy Volunteers. JMIR Rehabilitation and Assistive Technologies 2020;7(2):e17289 View
  3. Mangal N, Tiwari A. A review of the evolution of scientific literature on technology-assisted approaches using RGB-D sensors for musculoskeletal health monitoring. Computers in Biology and Medicine 2021;132:104316 View
  4. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  5. Krath J, Schürmann L, von Korflesch H. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 2021;125:106963 View
  6. Pfeiffer K, McKee K, Van Camp C, Clevenger K. Physical Activity Interventions During Childhood and Adolescence: A Narrative Umbrella Review Addressing Characteristics, Conclusions, and Gaps in Knowledge. Kinesiology Review 2023;12(1):47 View
  7. Lamar L, Craig J, Shubkin C. So your patient is a gamer: an exploration of benefits and harms. Current Opinion in Pediatrics 2021;33(5):530 View
  8. Cece V, Roure C, Fargier P, Lentillon-Kaestner V. L’effet des jeux vidéo actifs sur les élèves en éducation physique et sportive : une revue systématique. Movement & Sport Sciences - Science & Motricité 2023;(119):29 View
  9. Kleschnitzki J, Grossmann I, Beyer R, Beyer L. Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study. JMIR Serious Games 2022;10(2):e36768 View
  10. Ferrante G, Mollicone D, Cazzato S, Lombardi E, Pifferi M, Turchetta A, Tancredi G, La Grutta S. COVID-19 Pandemic and Reduced Physical Activity: Is There an Impact on Healthy and Asthmatic Children?. Frontiers in Pediatrics 2021;9 View
  11. Brons A, Braam K, Broekema A, Timmerman A, Millenaar K, Engelbert R, Kröse B, Visser B. Translating Promoting Factors and Behavior Change Principles Into a Blended and Technology-Supported Intervention to Stimulate Physical Activity in Children With Asthma (Foxfit): Design Study. JMIR Formative Research 2022;6(7):e34121 View
  12. Mukhopadhyay A, Sumner J, Ling L, Quek R, Tan A, Teng G, Seetharaman S, Gollamudi S, Ho D, Motani M. Personalised Dosing Using the CURATE.AI Algorithm: Protocol for a Feasibility Study in Patients with Hypertension and Type II Diabetes Mellitus. International Journal of Environmental Research and Public Health 2022;19(15):8979 View
  13. Cavusoglu I, Tarakci D, Zenginler Yazgan Y, Yavuz S. Comparison of effectiveness of Nintendo Wii-based exergaming and home-based fun video exercises in pediatric patients with chronic kidney disease. International Journal of Rehabilitation Research 2023;46(1):26 View
  14. Hama Amin G, Sharif K. Kurdish Language Learning Tool in Serious Game. Kurdistan Journal of Applied Research 2020:13 View

Books/Policy Documents

  1. Serpa-Andrade L, González-González S, Robles-Bykbaev V, León-Pesántez A, Mata-Quevedo P. Advances in Industrial Design. View
  2. Brito D, Oliveira H. Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy. View
  3. Stintzing J. Digitale Lernwelten – Serious Games und Gamification. View
  4. Lunkenheimer F, Ebert D, Baumeister H. Digitale Gesundheitsinterventionen. View