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Game-Based Assessment of Cognitive Abilities and Personality Characteristics for Surgical Resident Selection: A Preliminary Validation Study

Game-Based Assessment of Cognitive Abilities and Personality Characteristics for Surgical Resident Selection: A Preliminary Validation Study

A simulation test can be conducted in the real world by evaluators or actors, or on a computer using emerging technologies such as virtual reality and gamification. Gamification refers to the incorporation of game elements into nongaming activities, and its application to personnel selection has led to the development of game-based assessments (GBAs).

Noa Gazit, Gilad Ben-Gal, Ron Eliashar

JMIR Med Educ 2025;11:e72264

Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review

Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review

Reference 32: Gamification of cognitive assessment and cognitive training: a systematic review of applications Reference 40: Video games and gamification for assessing mild cognitive impairment: a scoping review( Reference 46: Gamification for health and wellbeing: a systematic review of the literature Towards long-term tracking and detection of early dementia: a computerized cognitive test battery with gamification Reference 101: Gamification technique to estimate mini mental state examination scores: a validationgamificationGames and Gamification for HealthVideo Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review

Yu Chen, Kathrin Gerling, Katrien Verbert, Vero Vanden Abeele

JMIR Ment Health 2025;12:e71304

Gamification of Incentive Spirometry in Trauma Patients: Protocol for a Prospective, Observational Feasibility Study

Gamification of Incentive Spirometry in Trauma Patients: Protocol for a Prospective, Observational Feasibility Study

Emerging efforts have focused on gamification of pulmonary rehabilitation through game-based IS in patients with chest trauma to prevent pulmonary complications. Previously, a game was developed to enhance breathing exercises in which users control an airplane with their breath and guide a bird through scenic landscapes, accompanied by calming music. The game was tested on healthy individuals and received positive feedback [8].

Areen Al-Dhoon, Arthur Grimes, Carma Goldstein, Peter Spronk, R Shayn Martin, Aarti Sarwal

JMIR Res Protoc 2025;14:e75871

A Gamified mHealth App to Promote Physical Activity and Reduce Sedentary Behavior in Autistic Adults: Protocol for a Remotely Delivered Pilot Intervention Study

A Gamified mHealth App to Promote Physical Activity and Reduce Sedentary Behavior in Autistic Adults: Protocol for a Remotely Delivered Pilot Intervention Study

The gamification approach can enhance a user’s perception of autonomy, fostering intrinsic motivation and contributing to enjoyable experiences, which collectively sustain their engagement [17]. However, most evidence on the efficacy of gamification approaches in promoting free-living PA comes from studies involving typically developing young people, with a lack of rigorously designed empirical studies involving autistic populations [18].

Daehyoung Lee, Lia McNulty, Swetha Kathiravan, Matthew Louis Mauriello, Vijay Vasudevan, Anjana Bhat, Iva Obrusnikova, Richard Suminski

JMIR Res Protoc 2025;14:e71631

Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review

Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review

In this context, gamification—defined as the integration of game mechanics such as points, narratives, and instant feedback into educational scenarios—demonstrates significant advantages. Education research indicates that this model can markedly enhance learners’ motivation and improve knowledge retention by promoting interactivity, challenge, and immersion [10-12].

Shiyi Bai, HuiJuan Zeng, Qianmei Zhong, Lulu Cao, Mei He

J Med Internet Res 2025;27:e74955

Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review

Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review

The combination of gamification and VR could even add benefits for older people in physical and cognitive domains while allowing complex training scenarios such as dual task training to be performed [19,20]. To effectively incorporate gamification elements across various intervention designs, it is essential to thoroughly understand gamification principles and their interaction with human motivation.

Pere Bosch-Barceló, Oriol Martínez-Navarro, Maria Masbernat-Almenara, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago

JMIR Serious Games 2025;13:e69433

Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study

Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study

Gamification, which is the application of game elements to nongame contexts, has emerged as a promising strategy to enhance health behavior engagement. Initial gamified apps often lacked theoretical rigor, but more recent efforts have used motivational theories such as goal-setting, behavior change, and social influence. Alahäivälä and Oinas-Kukkonen [25] integrated gamification into health apps to boost self-management behaviors.

Shao Huan Hsu, Li Jung Lu, Pei Chin Chou

JMIR Serious Games 2025;13:e66262

Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study

Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study

In nursing education, gamification provides a dynamic and immersive framework through which students can engage with real-world challenges, enhancing their clinical, cognitive, and emotional competencies [5,6]. Recent research has highlighted the growing potential of gamification-based mental health interventions to improve emotional well-being and reduce psychological symptoms such as anxiety, stress, and depression [7,8].

Pablo Del Pozo-Herce, Alberto Tovar-Reinoso, Eva García Carpintero-Blas, Ana Casaux Huertas, Regina Ruiz de Viñaspre-Hernández, Antonio Martínez-Sabater, Elena Chover-Sierra, Marta Rodríguez-García, Raul Juarez-Vela

JMIR Nursing 2025;8:e71921

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Gamification, which applies video game design elements such as points, badges, leaderboards, and avatars in nongame contexts, has become an increasingly popular tool in recent years for enhancing adherence to various interventions. Gamification may positively influence user behavior and experience, although its effectiveness may vary depending on the intervention, as inconsistent results have been reported across different age groups [22,23].

Javier Bravo-Aparicio, Iria Trillo-Charlín, Juan Avendaño-Coy, Hector Beltran-Alacreu

JMIR Aging 2025;8:e72559

Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review

Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review

The first is “gamification,” the process of building game-like features onto a cognitive task. This includes adding points, time limits, or appealing graphics to the foundational design of a traditional task. The second is to create or use an “actual” game, where the entire environment has been purposefully designed to be a game.

Rhys Mantell, Ye In Jane Hwang, Matthew Dark, Kylie Radford, Michael Kasumovic, Lauren Monds, Peter W Schofield, Tony Butler, Adrienne Withall

JMIR Aging 2025;8:e65252