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Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

Patterns Among 754 Gamification Cases: Content Analysis for Gamification Development

For the case analysis, the 4F process, which is a gamification development methodology developed by Kim et al [12], was applied to analyze the game elements in collected cases.

Sungjin Park, Sangkyun Kim

JMIR Serious Games 2018;6(4):e11336


Mobile Phone–Based Telemedicine Practice in Older Chinese Patients with Type 2 Diabetes Mellitus: Randomized Controlled Trial

Mobile Phone–Based Telemedicine Practice in Older Chinese Patients with Type 2 Diabetes Mellitus: Randomized Controlled Trial

After the 6 months, PBG levels in the intervention group demonstrated continuous improvement as compared with baseline level (10.62 [SD 2.07] mmol/L vs 13.10 [SD 4.13] mmol/L, P=.002; Figure 3) and that at 3 months (10.62 [SD 2.07] mmol/L vs 12.09 [SD 3.35]

Chenglin Sun, Lin Sun, Shugang Xi, Hong Zhang, Huan Wang, Yakun Feng, Yufeng Deng, Haimin Wang, Xianchao Xiao, Gang Wang, Yuan Gao, Guixia Wang

JMIR Mhealth Uhealth 2019;7(1):e10664


Using Digital Health Technologies to Understand the Association Between Movement Behaviors and Interstitial Glucose: Exploratory Analysis

Using Digital Health Technologies to Understand the Association Between Movement Behaviors and Interstitial Glucose: Exploratory Analysis

Compared with uninterrupted sitting, both activity conditions lowered the net glucose response to a standardized drink (light: −1.7 mmol/L; moderate: −2.0 mmol/L) [9].

Andrew P Kingsnorth, Maxine E Whelan, James P Sanders, Lauren B Sherar, Dale W Esliger

JMIR Mhealth Uhealth 2018;6(5):e114