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Articles published in 2016 in this theme: 31 (scroll down to load remaining articles)
2016
Health eRide: Outcomes of a Pilot Program Leveraging Principles of Gamification and SMS Messaging to Help Veterans Self-Manage Chronic Pain
iProc 2016 (Dec 29); 2(1):e29
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Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students’ Experiences Using a Multiplayer Virtual World
JMIR Serious Games 2016 (Dec 16); 4(2):e22
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Influence of Pokémon Go on Physical Activity: Study and Implications
J Med Internet Res 2016 (Dec 06); 18(12):e315
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Quittr: The Design of a Video Game to Support Smoking Cessation
JMIR Serious Games 2016 (Dec 01); 4(2):e19
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Efficacy of Mobile Serious Games in Increasing HIV Risk Perception in Swaziland: A Randomized Control Trial (SGprev Trial) Research Protocol
JMIR Res Protoc 2016 (Nov 22); 5(4):e224
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Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016 (Oct 24); 4(2):e18
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The Narrative Impact of Active Video Games on Physical Activity Among Children: A Feasibility Study
J Med Internet Res 2016 (Oct 14); 18(10):e272
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Evaluation of a Digital Game-Based Learning Program for Enhancing Youth Mental Health: A Structural Equation Modeling of the Program Effectiveness
JMIR Ment Health 2016 (Oct 07); 3(4):e46
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Usability Evaluation Methods for Gesture-Based Games: A Systematic Review
JMIR Serious Games 2016 (Oct 04); 4(2):e17
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Evaluation of a Serious Self-Regulation Game Intervention for Overweight-Related Behaviors (“Balance It”): A Pilot Study
J Med Internet Res 2016 (Sep 26); 18(9):e225
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Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program
J Med Internet Res 2016 (Sep 22); 18(9):e237
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Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study
JMIR Serious Games 2016 (Sep 09); 4(2):e14
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Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review
JMIR Ment Health 2016 (Aug 24); 3(3):e39
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A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial
JMIR Serious Games 2016 (Jul 28); 4(2):e13
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Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013)
J Med Internet Res 2016 (Jul 18); 18(7):e196
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Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia
JMIR Serious Games 2016 (Jul 18); 4(2):e12
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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016 (Jul 15); 4(2):e11
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Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study
JMIR Res Protoc 2016 (Jun 02); 5(2):e81
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Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women
JMIR Serious Games 2016 (Jun 02); 4(1):e8
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Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play
JMIR Serious Games 2016 (Jun 01); 4(1):e9
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