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Gamified Mobile App (MobERAS) for Telemonitoring Patients in the Postoperative Period Based on the Enhanced Recovery after Surgery Program: Development and Validation Study

Gamified Mobile App (MobERAS) for Telemonitoring Patients in the Postoperative Period Based on the Enhanced Recovery after Surgery Program: Development and Validation Study

Gamified apps have several purposes in the context of health care, including managing comorbidities, preventing disease, encouraging the practice of healthy lifestyle habits, providing information, and building character [12].

Aline Evangelista Santiago, Victor Pezzi Gazzinelli Cruz, Rafaela Souza Furtado, Eduardo Batista Cândido, Wladmir Cardoso Brandão, Agnaldo Lopes Silva Filho

JMIR Perioper Med 2024;7:e56033

Gamified Crowdsourcing as a Novel Approach to Lung Ultrasound Data Set Labeling: Prospective Analysis

Gamified Crowdsourcing as a Novel Approach to Lung Ultrasound Data Set Labeling: Prospective Analysis

Gamified crowdsourcing has not previously been applied to annotate lung POCUS clips or ultrasound imaging data overall. We examined whether a gamified crowdsourcing approach with inbuilt quality control measures can classify lung POCUS clips for presence and type of B-lines at comparable concordance to trained ultrasound experts.

Nicole M Duggan, Mike Jin, Maria Alejandra Duran Mendicuti, Stephen Hallisey, Denie Bernier, Lauren A Selame, Ameneh Asgari-Targhi, Chanel E Fischetti, Ruben Lucassen, Anthony E Samir, Erik Duhaime, Tina Kapur, Andrew J Goldsmith

J Med Internet Res 2024;26:e51397

Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review

Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review

However, serious games and digital gamified tools are distinct but related concepts. Serious games use gaming as a central and primary medium [32]. In contrast, digital gamified tools (eg, apps) or gamified interventions are not complete game experiences but have gaming features, such as rewards systems, scoring of points, or engaging users in different challenges [33]. In this study, we defined digital gamified tools as digital apps with the aforementioned gaming features.

Hina Hakim, S Michelle Driedger, Dominique Gagnon, Julien Chevrier, Geneviève Roch, Eve Dubé, Holly O Witteman

JMIR Serious Games 2024;12:e47257

A Novel, Expert-Endorsed, Neurocognitive Digital Assessment Tool for Addictive Disorders: Development and Validation Study

A Novel, Expert-Endorsed, Neurocognitive Digital Assessment Tool for Addictive Disorders: Development and Validation Study

Bivariate correlations between the gamified and standard Balloon Analogue Risk Task (BART) paradigms on (A) bursts, (B) mean pumps, (C) total money earned, and (D) coefficient of variability. The coefficient of variability in the gamified BART was significantly and negatively associated with the CHI-T score (r=–0.16, P=.03). No other gamified or nongamified BART metric was associated with trait-based metrics.

Rico S C Lee, Lucy Albertella, Erynn Christensen, Chao Suo, Rebecca A Segrave, Maja Brydevall, Rebecca Kirkham, Chang Liu, Leonardo F Fontenelle, Samuel R Chamberlain, Kristian Rotaru, Murat Yücel

J Med Internet Res 2023;25:e44414

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

The hedonic benefit provided by a gamified system motivates users to take action. However, to our best knowledge, few studies discuss gamified CRM and its impact on people's attitudes or behaviors [7]. In this article, we advanced previous research and performed empirical studies to answer related questions. Consumers are not totally rational. As they make purchase decisions, they involve their fantasies, emotions, or other experiential perspectives rather than just processing the information [8].

Yanhe Li, Yanchen Li, Xiu Zhou, Kunshu Ma

JMIR Serious Games 2023;11:e35756

Effect of an E-Learning Module on Personal Protective Equipment Proficiency Among Prehospital Personnel: Web-Based Randomized Controlled Trial

Effect of an E-Learning Module on Personal Protective Equipment Proficiency Among Prehospital Personnel: Web-Based Randomized Controlled Trial

This potential limitation has already been highlighted in the paper describing the development of the gamified e-learning module used in this study [13], though cut scenes were embedded to provide direct demonstration [40,41]. Though incorrect answers regarding the donning sequence are easily understandable as they might primarily result from a lack of knowledge, an inability to correctly rebuild the doffing sequence is questioning.

Laurent Suppan, Mohamed Abbas, Loric Stuby, Philippe Cottet, Robert Larribau, Eric Golay, Anne Iten, Stephan Harbarth, Birgit Gartner, Mélanie Suppan

J Med Internet Res 2020;22(8):e21265