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Correction: Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study

Correction: Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study

In “Exergame (Exer G)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study” (JMIR Serious Games 2025;13:e66515) the authors noted one error. The files attached to the manuscript as Multimedia Appendices 4 and 5 were mixed. To correct this, the PDF that was originally attached as: Multimedia Appendix 4: Further illustration of outcomes in both user groups.

Silvia Herren, Barbara Seebacher, Sarah Mildner, Yanick Riederer, Ulrike Pachmann, Nija Sonja Böckler, Stephan Niedecken, Sabrina Alicia Sgandurra, Leo Bonati, Isabella Hotz, Alexandra Schättin, Roman Jurt, Christian Brenneis, Katharina Lenfert, Frank Behrendt, Stefan Schmidlin, Lennart Nacke, Corina Schuster-Amft, Anna Lisa Martin-Niedecken

JMIR Serious Games 2025;13:e73405

Effect of Home-Based Virtual Reality Training on Upper Extremity Recovery in Patients With Stroke: Systematic Review

Effect of Home-Based Virtual Reality Training on Upper Extremity Recovery in Patients With Stroke: Systematic Review

Search terms include (virtual reality OR VR OR video game OR telerehabilitation OR gamification OR exergame OR virtual environment) AND stroke AND upper extremity AND (home OR community). The search strategies are presented in the Multimedia Appendix 2. This systematic review aims to describe and qualitatively assess the effect of home-based VR training on upper extremity recovery in patients with stroke.

Jiaqi Huang, Yixi Wei, Ping Zhou, Xiaokuo He, Hai Li, Xijun Wei

J Med Internet Res 2025;27:e69003

Environmental Impact of Physical Visits and Telemedicine in Nursing Care at Home: Comparative Life Cycle Assessment

Environmental Impact of Physical Visits and Telemedicine in Nursing Care at Home: Comparative Life Cycle Assessment

In the Netherlands, video calling for NCH and informal caretaker support have especially gained popularity. Therefore, the aim of this study was to quantify and compare the environmental impact of physical visits and telemedicine visits in the context of NCH.

Egid M van Bree, Lynn E Snijder, Hans C Ossebaard, Evelyn A Brakema

J Med Internet Res 2025;27:e67538

Older Adults’ Perspectives on Participating in a Synchronous Online Exercise Program: Qualitative Study

Older Adults’ Perspectives on Participating in a Synchronous Online Exercise Program: Qualitative Study

Current evidence suggests that online exercise programs improve physical function and cognition in older adults, although these programs are exclusively asynchronous, web-based, or interactive exercise-based video games [12]. Older adults have reported not enjoying asynchronous exercise programs as they lack social connectivity, accountability, and adherence, making it difficult to stay motivated [12,13].

Giulia Coletta, Kenneth S Noguchi, Kayla Beaudoin, Angelica McQuarrie, Ada Tang, Rebecca Ganann, Stuart M Phillips, Meridith Griffin

JMIR Aging 2025;8:e66473

Assessing the Noninferiority of a Rhythm and Language Training Serious Game Combined With Speech Therapy Versus Speech Therapy Care for Children With Dyslexia: Protocol for an Investigator-Blinded Randomized Controlled Trial

Assessing the Noninferiority of a Rhythm and Language Training Serious Game Combined With Speech Therapy Versus Speech Therapy Care for Children With Dyslexia: Protocol for an Investigator-Blinded Randomized Controlled Trial

As defined by Mayer [18], serious games have the motivational and playful characteristics of games, but their main objective is to achieve a measurable change in the player’s skills. The playful nature of these games leads to increased interest and attention from the player, which in turn encourages greater effort [18,19]. However, the digital tool appears to be a preferred learning tool for school-age children [20].

Charline Grossard, Mélanie Descamps, Sara Cadoni, Hugues Pellerin, François Vonthron, Jean Xavier, Bruno Falissard, David Cohen

JMIR Res Protoc 2025;14:e71326

Perspectives of Adolescents and Young Adults With Inflammatory Bowel Disease on a Biopsychosocial Transition Intervention: Qualitative Interview Study

Perspectives of Adolescents and Young Adults With Inflammatory Bowel Disease on a Biopsychosocial Transition Intervention: Qualitative Interview Study

Many participants thought including games, knowledge tests, or offering awards for completion could help participants stay motivated and on task. Most participants were satisfied with the range of topics available regarding the module content. However, a few adolescents and young adults felt having materials focused on accepting IBD and adjusting to life with a chronic illness would be beneficial to them, especially for those newly diagnosed or experiencing challenges coping with IBD.

Brooke Allemang, Ashleigh Miatello, Mira Browne, Melanie Barwick, Pranshu Maini, Joshua Eszczuk, Chetan Pandit, Tandeep Sadhra, Laura Forhan, Natasha Bollegala, Nancy Fu, Kate Lee, Emily Dekker, Irina Nistor, Sara Ahola Kohut, Laurie Keefer, Anne Marie Griffiths, Thomas D Walters, Samantha Micsinszki, David R Mack, Sally Lawrence, Karen I Kroeker, Jacqueline de Guzman, Aalia Tausif, Claudia Tersigni, Samantha J Anthony, Eric I Benchimol

JMIR Pediatr Parent 2025;8:e64618

Authors’ Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?

Authors’ Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?

We appreciate the insightful comments and reflections from the author of the letter [1] regarding our study on the impact of serious games on executive functions and their application in neurodiverse populations [2]. The suggestion to consider pinball machines as a tool within the serious games paradigm presents an interesting avenue for further exploration.

Luis Carlos Rodríguez Timaná, Javier Ferney Castillo García, Teodiano Bastos Filho, Alvaro Alexander Ocampo González, Nazly Rocio Hincapié Monsalve, Nicolas Jacobo Valencia Jimenez

JMIR Serious Games 2025;13:e73034

Is the Pinball Machine a Blind Spot in Serious Games Research?

Is the Pinball Machine a Blind Spot in Serious Games Research?

In their insightful and comprehensive study, Rodríguez Timaná et al [1] illuminate the impact and effectiveness of serious games on executive functions and their integration into educational and therapeutic settings for neurodiverse populations aged 3‐22 years, using various technologies. However, by focusing on conventional and emerging technologies like virtual reality, smartphones, tablets, PCs, and cameras or sensors, one may overlook long-established technology such as the pinball machine.

Jens Peter Eckardt

JMIR Serious Games 2025;13:e72354

Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study

Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study

The SGs are games developed for purposes beyond entertainment [32]. These games integrate features of computerized tests and video games to create a relaxing and engaging experience for examinees while performing cognitive tasks designed to measure specific aspects of their cognition [33,34]. In recent years, SGs have proven valuable resources for cognitive and behavioral assessment in the context of neurodegenerative diseases [7,35].

Juan Pablo Sanchez-Escudero, David Aguillon, Stella Valencia, Mauricio A Garcia-Barrera, Daniel Camilo Aguirre-Acevedo, Natalia Trujillo

JMIR Serious Games 2025;13:e66167

Escape Game to Promote Students’ Mental Health Outcomes in the Aftermaths of COVID-19 Pandemic: Protocol for a Mixed Methods Study Evaluating a Cocreated Intervention

Escape Game to Promote Students’ Mental Health Outcomes in the Aftermaths of COVID-19 Pandemic: Protocol for a Mixed Methods Study Evaluating a Cocreated Intervention

Among innovative interventions, Escape Games are “live-action team-based games where players discover clues, and solve puzzles [...] in order to accomplish a specific goal, usually escaping from the room, in a limited amount of time” [9]. Escape Games are the digital internet-based online version of Escape rooms. Previous research has proved that Escape Games can increase knowledge on health-related topics using the learning-by-doing technique [10].

David Labrosse, Clara Vié, Mireille Harb, Ilaria Montagni

JMIR Res Protoc 2025;14:e64068