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Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial

Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial

Public members with and without chronic pain have been involved in a prior validation study of pain-related and neutral visual word stimuli sets that will be used in this study (Vermeir JF, White MJ, Johnson D, Crombez G, Van Ryckeghem DML, unpublished data, April 2020). For this study, only patients and members of the public who meet the selection criterion of chronic pain experience will be eligible to participate.

Julie F Vermeir, Melanie J White, Daniel Johnson, Geert Crombez, Dimitri M L Van Ryckeghem

JMIR Res Protoc 2022;11(1):e32359

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

Game elements were coded using a combination of the systems provided by Johnson et al [17], Lumsden et al [10], and Sardi et al [22] (Textbox 1). Avatar Visual representation of the user Challenge Users are required to overcome a challenge by introducing some pressures (eg, time limit, lives) to keep them interested in the gamified system Competition Users compete against other users.

Julie F F Vermeir, Melanie J White, Daniel Johnson, Geert Crombez, Dimitri M L Van Ryckeghem

JMIR Serious Games 2020;8(3):e18644

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

However, Johnson et al use gamification to describe all these elements in their review [6]. Similarly, although Brown et al incorporate both narrative and avatars in their gamification element story/theme [30], both Johnson et al and Lister et al separate these features into 2 elements. In another example, Sardi et al combine feedback/rewards into 1 game mechanic [7], whereas other reviews consider these features separately [6,22,25,30]. In addition, few reviews define their gamification elements.

Vanessa Wan Sze Wan-Sze Cheng, Tracey Davenport, Daniel Johnson, Kellie Vella, Ian B Hickie

JMIR Ment Health 2019;6(6):e13717