Search Articles

View query in Help articles search

Search Results (1 to 10 of 68 Results)

Download search results: CSV END BibTex RIS


Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

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.

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

JMIR Serious Games 2025;13:e66593

Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey

Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey

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].

Nicola Diviani, Shelly Chadha, Peter Mulas, Sara Rubinelli

JMIR Form Res 2025;9:e60476

Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study

Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study

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.

Melika Torabgar, Mathieu Figeys, Shaniff Esmail, Eleni Stroulia, Adriana M Ríos Rincón

JMIR Serious Games 2025;13:e54797

Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial

Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial

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].

Lauren Bloomfield, Julie Boston, Martin Masek, Lesley Andrew, Donna Barwood, Amanda Devine

JMIR Serious Games 2025;13:e60755

Outcomes of Providing Children Aged 7-12 Years With Access to Evidence-Based Anxiety Treatment Via a Standalone Digital Intervention Using Immersive Gaming Technology: Real-World Evaluation

Outcomes of Providing Children Aged 7-12 Years With Access to Evidence-Based Anxiety Treatment Via a Standalone Digital Intervention Using Immersive Gaming Technology: Real-World Evaluation

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].

Brioney Gee, Bonnie Teague, Andrew Laphan, Tim Clarke, Georgianna Coote, Jessica Garner, Jon Wilson

JMIR Ment Health 2024;11:e52866

Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study

Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study

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].

Marie Werner, Sabina Kapetanovic, Emma Claesdotter-Knutsson

JMIR Res Protoc 2024;13:e56387

Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data

Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data

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].

Nicolette Le, Tiana McMann, Luning Yang, Zhuoran Li, Raphael E Cuomo, Tim K Mackey

JMIR Infodemiology 2024;4:e58201

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

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).

Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena

JMIR Serious Games 2024;12:e57304