Published on in Vol 10 (2023)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/39543, first published
.
Journals
- Martinho D, Crista V, Carneiro J, Matsui K, Corchado J, Marreiros G. Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study. JMIR Serious Games 2023;11:e48063 View
- Gutiérrez-Pérez B, Martín-García A, Murciano-Hueso A, de Oliveira Cardoso A. Use of serious games with older adults: systematic literature review. Humanities and Social Sciences Communications 2023;10(1) View
- Ciubean A, Popa T, Ciortea V, Dogaru G, Ungur R, Borda I, Irsay L. „Digital therapeutics” in musculoskeletal pain management: a narrative review of Gamification, Virtual Reality and Augmented Reality approaches. Balneo and PRM Research Journal 2024;15(Vol.15, no. 2):691 View
- Martinsen L, Østerås N, Moseng T, Tveter A. Usage, Attitudes, Facilitators, and Barriers Toward Digital Health Technologies in Musculoskeletal Care: Survey Among Primary Care Physiotherapists in Norway. JMIR Rehabilitation and Assistive Technologies 2024;11:e54116 View
- Chen K, Vinjamuri R, Wang H, Kadiyala S. Generative AI-Based Difficulty Level Design of Serious Games for Stroke Rehabilitation. IEEE Internet of Things Journal 2024;11(24):39560 View