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A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation

A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation

The abusive consumption of alcoholic beverages is the component cause of more than 200 types of diseases and injuries. Alcoholism represents harm to private health, public health, and the economy as a whole.

Darlinton Barbosa Feres Carvalho, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, Diego Roberto Colombo Dias

JMIR Serious Games 2019;7(4):e11151


Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game

Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game

In the VPT participants are shown pairs of pictures, one of a relevant stimulus (eg, a picture of an alcoholic beverage), the other a visually similar, neutral stimulus (eg, a picture of a nonalcoholic beverage).

Wouter J Boendermaker, Soraya Sanchez Maceiras, Marilisa Boffo, Reinout W Wiers

JMIR Serious Games 2016;4(2):e20


Assessment of the Efficacy of a Mobile Phone–Delivered Just-in-Time Planning Intervention to Reduce Alcohol Use in Adolescents: Randomized Controlled Crossover Trial

Assessment of the Efficacy of a Mobile Phone–Delivered Just-in-Time Planning Intervention to Reduce Alcohol Use in Adolescents: Randomized Controlled Crossover Trial

We hypothesized that the number of alcoholic drinks consumed with friends or when going out would be lower during the just-in-time planning intervention as compared with assessment only.MethodsStudy Objectives and DesignThe study aimed to determine the proximal

Severin Haug, Raquel Paz Castro, Urte Scholz, Tobias Kowatsch, Michael Patrick Schaub, Theda Radtke

JMIR Mhealth Uhealth 2020;8(5):e16937


The Role of Enjoyment in a Serious Game for Binge Drinking Prevention: Pretest-Posttest Quasi-Experimental Study

The Role of Enjoyment in a Serious Game for Binge Drinking Prevention: Pretest-Posttest Quasi-Experimental Study

, and mobile [10].While there are several serious games on substance use, few are exclusively focused on alcohol, with nearly all such games targeting adolescents and college students [8,11-13].

Traci Hong, Joshua Cabrera, Christopher E Beaudoin

J Med Internet Res 2020;22(11):e21652


Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process

Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process

An initial environment scan and literature review targeting CF games showed us only a few games (AstroPEP, CFpal, Creep Frounter, Flower for all, KIbreath, LudiCross, and MyCarnival [12,20]), which were all very basic games and were not available to the public

Fabio Balli

JMIR Serious Games 2018;6(4):e18


How to Systematically Assess Serious Games Applied to Health Care

How to Systematically Assess Serious Games Applied to Health Care

BackgroundSerious or applied games are digital games with the purpose to improve individual’s knowledge, skills, or attitudes in the “real” world.

Maurits Graafland, Mary Dankbaar, Agali Mert, Joep Lagro, Laura De Wit-Zuurendonk, Stephanie Schuit, Alma Schaafstal, Marlies Schijven

JMIR Serious Games 2014;2(2):e11


Real-Time Mobile Monitoring of Drinking Episodes in Young Adult Heavy Drinkers: Development and Comparative Survey Study

Real-Time Mobile Monitoring of Drinking Episodes in Young Adult Heavy Drinkers: Development and Comparative Survey Study

Approximately 25% of young adults aged 18 to 34 years report past-month binge drinking, defined as consuming 5 or more standard alcoholic drinks for men (4 for women) within a 2-hour period [3], which is the highest prevalence rate across the life span [1].

Daniel J Fridberg, James Faria, Dingcai Cao, Andrea C King

JMIR Mhealth Uhealth 2019;7(11):e13765


Planking or the “Lying-Down Game:” Two Case Reports

Planking or the “Lying-Down Game:” Two Case Reports

and are calculated according to positive or negative feedback from the target audience, especially as regards increasing the number of likes which represent each user's profile [5-8].Most adolescents use online networks to increase their knowledge regarding games

Stefania Barbieri, Paolo Feltracco, Luca Omizzolo, Rossella Snenghi, Rafi El Mazloum, Gianna Vettore, Mauro Bergamini, Armando Stefanati, Daniele Donato, Cecilia Ferronato, Francesco Maria Avato, Alberto Tredese, Rosa Maria Gaudio

Interact J Med Res 2017;6(1):e4