Published on in Vol 23, No 9 (2021): September

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/30390, first published .
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Journals

  1. Conceição Gomes Lourenço M, Fernandes C, Campos Vale M. The use of games by nurses in palliative care: a scoping review. International Journal of Palliative Nursing 2023;29(2):58 View
  2. Suppan M, Stuby L, Harbarth S, Fehlmann C, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003 View
  3. Weiland A, Reiband N, Schäffeler N, Zurstiege G, Giel K, Zipfel S, Mack I. A Serious Game for the Prevention of Obesity in School Children–Impact of Parent’s Involvement: A Randomized Controlled Trial. Life 2022;12(6):779 View
  4. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  5. Tuil N, Lescaille G, Jordan L, Berteretche M, Braud A. Implementation of game‐based training in oral rehabilitation of edentulous patients in an undergraduate dental course. Journal of Dental Education 2023;87(3):364 View
  6. Gallagher R, Kessler K, Bramham J, Dechant M, Friehs M. A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children. Frontiers in Psychology 2023;14 View
  7. Dewhirst A, Laugharne R, Shankar R. Therapeutic use of serious games in mental health: scoping review. BJPsych Open 2022;8(2) View
  8. Naqvi W, Qureshi M. Gamification in Therapeutic Rehabilitation of Distal Radial and Ulnar Fracture: A Case Report. Cureus 2022 View
  9. Azizoddin D, Thomas T. Game Changer: Is Palliative Care Ready for Games?. JCO Clinical Cancer Informatics 2022;(6) View
  10. Naqvi W, Qureshi M, Nimbulkar G, Umate L. Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study. Cureus 2022 View
  11. Naqvi W, Qureshi M. Rapid Synthesis of the Literature on the Evolution of Gamification in Distal Radial Fracture Rehabilitation. Cureus 2022 View
  12. Elvsaas I, Garnweidner-Holme L, Habib L, Molin M. Development and evaluation of a serious game application to engage university students in critical thinking about health claims: a mixed-method study (Preprint). JMIR Formative Research 2022 View
  13. Arévalo-Baeza M, Viuda-Serrano A, Juan-Llamas C, Sotoca-Orgaz P, Asín-Izquierdo I. Impact of a Serious Game (#RedPingüiNO) to Reduce Facial Self-Touches and Prevent Exposure to Pathogens Transmitted via Hands: Quasi-Experimental Intervention. JMIR Serious Games 2023;11:e45600 View
  14. Lukka L, Salonen A, Vesterinen M, Karhulahti V, Palva S, Palva J. The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study. BMC Digital Health 2023;1(1) View
  15. de Beer E, van Os-Medendorp H, Groeneveld S, Jukema J. Perceived contribution of a hybrid serious game to the development of collaborative problem solving among undergraduate nursing students: A mixed method design. Nurse Education in Practice 2023;73:103794 View
  16. Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
  17. Flinton D, Khine R, Mannion L, O’Sullivan C, Cherry P. Gamification in radiotherapy education: adopting competitive task elements in simulation using the virtual environment of a radiotherapy treatment room (VERT) system. Journal of Radiotherapy in Practice 2023;22 View
  18. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019 View
  19. Lukka L, Karhulahti V, Bergman V, Palva J. Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO. Internet Interventions 2024;35:100706 View
  20. Cheng P, Huang Y, Yang P, Wang H, Xu B, Qu C, Zhang H. The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials. JMIR Serious Games 2024;12:e52990 View
  21. Ortega Morán J, Pagador J, Gilete Preciado V, Moyano-Cuevas J, Rodríguez Domínguez T, Santurino Muñoz M, Sánchez Margallo F. A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study. JMIR Aging 2024;7:e41437 View
  22. Luo Q, Zhang Y, Wang W, Cui T, Li T. mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2024;12:e49509 View
  23. Kim H. Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis. Journal of Educational Evaluation for Health Professions 2024;21:10 View

Books/Policy Documents

  1. Dawson R, Donevant S. Smartphone Apps for Health and Wellness. View
  2. Warsinsky S, Schmidt-Kraepelin M, Thiebes S, Wagner M, Sunyaev A. The Transdisciplinary Reach of Design Science Research. View