Showing results (341-350 of 840) with videos related to
Sort By:
Pageof 84
JMIR Serious Games|October 28, 2024
Empowering Social Growth Through Virtual Reality-Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled TrialKa Po Wong, Bohan Zhang, Cynthia Yuen Yi Lai, et al.JMIR Serious Games|October 24, 2024
Exploring Immersive Multimodal Virtual Reality Training, Affective States, and Ecological Validity in Healthy Firefighters: Quasi-Experimental StudyJoana Oliveira, Joana Aires Dias, Rita Correia, et al.JMIR Serious Games|October 16, 2024
Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility StudyBas D L Châtel, Jeroen H M Janssen, Geeske M E E Peeters, et al.JMIR Serious Games|September 6, 2024
Gamification in Mobile Apps for Children With Disabilities: Scoping ReviewEbrahim Mahmoudi, Paul Yejong Yoo, Ananya Chandra, et al.JMIR Serious Games|September 5, 2024
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled TrialZhilian Huang, Jing Teng Ow, Wern Ee Tang, et al.JMIR Serious Games|July 24, 2024
Extended Reality for Mental Health Evaluation: Scoping ReviewOlatunji Mumini Omisore, Ifeanyi Odenigbo, Joseph Orji, et al.JMIR Serious Games|July 8, 2024
Use and Design of Virtual Reality-Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping ReviewJenny-Victoria Steindorff, Lisa-Marie Redlich, Denny Paulicke, et al.JMIR Serious Games|July 10, 2024
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping ReviewSunghak Kim, Paije Wilson, Olufunmilola AbrahamJMIR Serious Games|August 26, 2024
Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyAseel Berglund, Helena OräddJMIR Serious Games|August 23, 2024
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled TrialAbeer AlnuaimPageof 84