JMIR Serious Games
Fully open-access JMIR journal on serious games, gamification and games for health. Only papers about games are included.
Documents
Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial
Serious game elements serve as a mechanism to enhance engagement and training intensity in cognitive interventions, specifically regarding working memory capacity in adolescents.
Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis
Internet-based cognitive control training serves as a vital tool for preventing relapse in individuals with remitted major depressive disorder, yet low adherence remains a significant barrier to its clinical efficacy.
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
Therapeutic video games represent an emerging digital intervention for adolescents struggling with anxiety disorders, offering a potentially scalable and engaging alternative to traditional clinical approaches.
The Cure: Making a Game of Gene Selection for Breast Cancer Survival Prediction
The Cure functions as a crowdsourcing platform designed to harness human intelligence for the identification of gene signatures critical to breast cancer survival prediction.
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