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Skip search results from other journals and go to results- 35 JMIR Serious Games
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Active video gaming, in which the user moves in coordination with the system, has increased in popularity in the last 20 years. Up to this point, research has shown mixed results on whether active video gaming can produce moderate-intensity physical activity, which is beneficial for cardiovascular health [6-10]. For example, one study conducted by Graf et al [7] compared treadmill walking to games on the Nintendo such as Dance Dance Revolution.
JMIR Serious Games 2025;13:e66593
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Video gaming and esports have undergone an exponential rise in recent years, evolving into a major entertainment force that captivates individuals across different age groups [1].
JMIR Form Res 2025;9:e60476
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Beyond serious gaming, Bayat et al [5] developed an ML model with a 91% accuracy in identifying older individuals with and without preclinical AD (the phase that occurs prior to the onset of symptoms) by analyzing driving behaviors recorded through in-vehicle global positioning system data loggers. Similarly, Padhee et al [6] built an ML model with an 81% accuracy rate to distinguish individuals with AD from those without AD based on verbal utterances while describing a picture.
JMIR Serious Games 2025;13:e54797
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An estimated 94% of Australian teenagers are smartphone users, with research showing 82% of teenagers frequently use these devices for digital gaming [1]. The emergence of digital technologies has led to a generation with new ways of thinking, learning, and interacting with each other [2].
JMIR Serious Games 2025;13:e60755
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The aim of these development phases was to ensure the intervention has both a robust clinical basis and high-end functionality, incorporating the latest advances in immersive gaming technology to increase voluntary engagement. A preliminary evaluation found that Lumi Nova is safe and has the potential to benefit children experiencing mild to moderate anxiety [24].
JMIR Ment Health 2024;11:e52866
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Some research suggests that screen time in general and gaming in particular is an educational and skills training activity that can stimulate the user’s cognitive abilities and ability to solve problems [6]. Other research has concerns that screen use can become a potentially pathological activity that interferes with everyday life with risks of developing psychiatric disorders such as social media disorder or internet gaming disorder (IGD) [7].
JMIR Res Protoc 2024;13:e56387
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Furthermore, substance use and excessive gaming can share a bidirectional relationship with excessive gamers at an increased risk of alcohol, tobacco, and cannabis use and an earlier onset and increased consumption of certain substances correlated with increased gaming [13].
JMIR Infodemiology 2024;4:e58201
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In line with the latter suggestion, LBs have been related to gaming and gambling problems in minors and mostly adults [19,27,29,30]. Nevertheless, the possible mediating role of LBs between both clinical problems has been much less addressed. LBs have been a novel and relatively massive phenomenon over the past 5 years (approximately).
JMIR Serious Games 2024;12:e57304
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