JMIR Serious Games
A multidisciplinary journal on gaming and gamification including simulation and immersive virtual reality for health education/promotion, teaching, medicine, rehabilitation, and social change.
Editor-in-Chief:
Gunther Eysenbach, MD, MPH, FACMI, Founding Editor and Publisher; Adjunct Professor, School of Health Information Science, University of Victoria, Canada
Impact Factor 3.8 CiteScore 7.3
Recent Articles
![Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study Article Thumbnail](https://asset.jmir.pub/assets/fb02f070beaeaadb6c191aed17f5cc32.png 480w,https://asset.jmir.pub/assets/fb02f070beaeaadb6c191aed17f5cc32.png 960w,https://asset.jmir.pub/assets/fb02f070beaeaadb6c191aed17f5cc32.png 1920w,https://asset.jmir.pub/assets/fb02f070beaeaadb6c191aed17f5cc32.png 2500w)
Exergames are increasingly used in rehabilitation, yet their usability and user experience for patients and therapists, particularly for functional model systems, are under-researched. The diverse needs and preferences of users make conducting usability studies challenging, emphasizing the need for further investigation in real-world settings.
![Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial Article Thumbnail](https://asset.jmir.pub/assets/b84e29a78d946bff86880a77c3915e68.png 480w,https://asset.jmir.pub/assets/b84e29a78d946bff86880a77c3915e68.png 960w,https://asset.jmir.pub/assets/b84e29a78d946bff86880a77c3915e68.png 1920w,https://asset.jmir.pub/assets/b84e29a78d946bff86880a77c3915e68.png 2500w)
![Improving Pediatric Patients’ Magnetic Resonance Imaging Experience With an In-Bore Solution: Design and Usability Study Article Thumbnail](https://asset.jmir.pub/assets/762cf6108e8eca9dcce2bd35eb010cea.png 480w,https://asset.jmir.pub/assets/762cf6108e8eca9dcce2bd35eb010cea.png 960w,https://asset.jmir.pub/assets/762cf6108e8eca9dcce2bd35eb010cea.png 1920w,https://asset.jmir.pub/assets/762cf6108e8eca9dcce2bd35eb010cea.png 2500w)
Annually, millions of children undergo a magnetic resonance imaging (MRI) examination. Hospitals increasingly aim to scan young children awake, as doing so benefits both patients and health care systems. To help hospitals reduce the need for anesthesia, we have developed solutions to prepare pediatric patients at home and in the hospital.
![Neurotechnology-Based, Intensive, Supplementary Upper-Extremity Training for Inpatients With Subacute Stroke: Feasibility Study Article Thumbnail](https://asset.jmir.pub/assets/aaa5b177c82d36319bc8ca36d906d9ef.png 480w,https://asset.jmir.pub/assets/aaa5b177c82d36319bc8ca36d906d9ef.png 960w,https://asset.jmir.pub/assets/aaa5b177c82d36319bc8ca36d906d9ef.png 1920w,https://asset.jmir.pub/assets/aaa5b177c82d36319bc8ca36d906d9ef.png 2500w)
Upper extremity hemiparesis is a common and debilitating impairment after stroke, severely restricting stroke survivors' ability to participate in daily activities and function independently. Alarmingly, only a small percentage of stroke patients fully recover upper extremity function. Animal models indicate that high-dose upper extremity training during the early post-stroke phase can significantly enhance motor recovery. However, translating such programs for human patients remains challenging due to resource limitations, patient compliance issues, and administrative constraints.
![Exploring Nursing Students’ Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study Article Thumbnail](https://asset.jmir.pub/assets/1937c108b945a30db5555fe72d944acf.png 480w,https://asset.jmir.pub/assets/1937c108b945a30db5555fe72d944acf.png 960w,https://asset.jmir.pub/assets/1937c108b945a30db5555fe72d944acf.png 1920w,https://asset.jmir.pub/assets/1937c108b945a30db5555fe72d944acf.png 2500w)
Empathy is associated with better clinical outcomes and patient-care experiences, and it has been demonstrated that training can improve nursing students’ empathy. The use of virtual reality (VR) as an experiential learning strategy may increase the empathetic behavior of caregivers. Although much research exists on the use of VR in education, there is still little research on learning empathy in nursing education through immersive VR games that include a head-mounted display and hand controllers. In addition, it is important to study both learning and user experiences in nursing education that utilizes VR technology.
![A Serious Game to Study Reduced Field of View in Keyhole Surgery: Development and Experimental Study Article Thumbnail](https://asset.jmir.pub/assets/676afb621acef6cac671b27f3c3b0ef2.png 480w,https://asset.jmir.pub/assets/676afb621acef6cac671b27f3c3b0ef2.png 960w,https://asset.jmir.pub/assets/676afb621acef6cac671b27f3c3b0ef2.png 1920w,https://asset.jmir.pub/assets/676afb621acef6cac671b27f3c3b0ef2.png 2500w)
During keyhole surgery, the surgeon is required to perform highly demanding tasks while only being able to see part of the patient’s anatomy. This limited field of view is widely cited as a key limitation of the procedure, and many computational methods have been proposed to overcome it. However, the precise effects of a limited field of view on task performance remain unknown due to the lack of tools to study these effects effectively.
![Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial Article Thumbnail](https://asset.jmir.pub/assets/38d6f3ad278887b55a89e89287c62112.png 480w,https://asset.jmir.pub/assets/38d6f3ad278887b55a89e89287c62112.png 960w,https://asset.jmir.pub/assets/38d6f3ad278887b55a89e89287c62112.png 1920w,https://asset.jmir.pub/assets/38d6f3ad278887b55a89e89287c62112.png 2500w)
Invasive meningococcal disease (IMD) is a serious, vaccine-preventable infectious disease that can be life-threatening. Teaching adolescents about the early detection and prevention of IMD can be challenging in a school environment, with educators reporting they lack confidence or expertise to cover this in the classroom environment. Professional guest educators are an alternative to cover specialist topics such as IMD; however, time and resourcing constraints can mean that these educators are not always available. Serious games may be an alternative to face-to-face education, where complex health information may be delivered via self-directed gameplay.
![Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study Article Thumbnail](https://asset.jmir.pub/assets/35dd9dc474dabd841f4dac6d592fa4d6.png 480w,https://asset.jmir.pub/assets/35dd9dc474dabd841f4dac6d592fa4d6.png 960w,https://asset.jmir.pub/assets/35dd9dc474dabd841f4dac6d592fa4d6.png 1920w,https://asset.jmir.pub/assets/35dd9dc474dabd841f4dac6d592fa4d6.png 2500w)
Current telemedicine technology is not optimized for conducting physical examinations. The Virtual Remote Tele-Physical Examination (VIRTEPEX) system, a novel proprietary technology platform which uses a Microsoft Kinect-based augmented reality game system to track motion and estimate force, has potential to assist with conducting asynchronous, remote musculoskeletal examination.
![Exploring Virtual Reality and Exercise Simulator Interventions in Patients With Attention Deficit Hyperactivity Disorder: Comprehensive Literature Review Article Thumbnail](https://asset.jmir.pub/assets/5a30be4731a9d59bd2554a9f13b9dc40.png 480w,https://asset.jmir.pub/assets/5a30be4731a9d59bd2554a9f13b9dc40.png 960w,https://asset.jmir.pub/assets/5a30be4731a9d59bd2554a9f13b9dc40.png 1920w,https://asset.jmir.pub/assets/5a30be4731a9d59bd2554a9f13b9dc40.png 2500w)
This review explores virtual reality (VR) and exercise simulator–based interventions for individuals with attention-deficit/hyperactivity disorder (ADHD). Past research indicates that both VR and simulator-based interventions enhance cognitive functions, such as executive function and memory, though their impacts on attention vary.
![Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials Article Thumbnail](https://asset.jmir.pub/assets/c1207a8acaaf62a4b74e68a4cf24c5ed.png 480w,https://asset.jmir.pub/assets/c1207a8acaaf62a4b74e68a4cf24c5ed.png 960w,https://asset.jmir.pub/assets/c1207a8acaaf62a4b74e68a4cf24c5ed.png 1920w,https://asset.jmir.pub/assets/c1207a8acaaf62a4b74e68a4cf24c5ed.png 2500w)
Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
![The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study Article Thumbnail](https://asset.jmir.pub/assets/052d7526e2f4c34ad7cc2c1ed19c8cd3.png 480w,https://asset.jmir.pub/assets/052d7526e2f4c34ad7cc2c1ed19c8cd3.png 960w,https://asset.jmir.pub/assets/052d7526e2f4c34ad7cc2c1ed19c8cd3.png 1920w,https://asset.jmir.pub/assets/052d7526e2f4c34ad7cc2c1ed19c8cd3.png 2500w)
Aging in older adults results in a decline in physical function and quality of daily life. Due to the COVID-19 pandemic, the exercise frequency among older adults decreased, further contributing to frailty. Traditional rehabilitation using repetitive movements tends not to attract older adults to perform independently.
![Bridging Needs and Expectations of Individuals With Physical Disabilities and Community Services Stakeholders for the Cocreation of an Adapted Physical Activity Platform in Virtual Reality: Qualitative Study Article Thumbnail](https://asset.jmir.pub/assets/22f616c1808df92a5a9c2d8352d0f621.png 480w,https://asset.jmir.pub/assets/22f616c1808df92a5a9c2d8352d0f621.png 960w,https://asset.jmir.pub/assets/22f616c1808df92a5a9c2d8352d0f621.png 1920w,https://asset.jmir.pub/assets/22f616c1808df92a5a9c2d8352d0f621.png 2500w)
Physical activity supports the health and well-being of individuals with physical disabilities. Despite the significance of engaging in physical activity, barriers faced by individuals with disabilities, such as limited access to adapted facilities and lack of transportation, can restrict their participation. Community organizations play a role in addressing these challenges, but virtual reality (VR) also offers a way to diversify adapted activities. In some situations, VR can help overcome the resource limitations of organizations by providing accessible, engaging, and highly personalized options for physical activity.
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