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Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study

Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study

However, more research is needed to identify the optimal combination of gamification elements for promoting PA. The field of gamification in PA interventions is still developing, and further advancements are required [21]. The integration of artificial intelligence (AI) into digital interventions holds significant promise.

Yanan Gao, Jinxi Zhang, Zhonghui He, Zhixiong Zhou

JMIR Serious Games 2025;13:e65498

Leveraging Generative Artificial Intelligence to Improve Motivation and Retrieval in Higher Education Learners

Leveraging Generative Artificial Intelligence to Improve Motivation and Retrieval in Higher Education Learners

We approach this using a flipped classroom (Figure 1), content gamification, streamlined workflows, team-based learning, knowledge gap analysis, and consistent feedback using “exit tickets,” all facilitated using Gen AI tools. The concept of classroom “flipping” has gained attention in recent years as an approach to instructional delivery.

Noahlana Monzon, Franklin Alan Hays

JMIR Med Educ 2025;11:e59210

Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial

Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial

For example, virtual reality combined with gamification in PA programs has been reported to enhance motivation, thereby increasing the extent of engagement in exercise [27]. In adolescents, gamification particularly enhances motivation and adherence to PA via social or competitive elements appealing to this phase of development [28].

Gaizka Legarra-Gorgoñon, Yesenia García-Alonso, Robinson Ramírez-Vélez, Loreto Alonso-Martínez, Mikel Izquierdo, Alicia M Alonso-Martínez

JMIR Serious Games 2025;13:e60185

Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study

Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study

Gamification, which involves adding interactive elements to nongame contexts [12], is often used in health apps to attract patients through engaging interactions, promote adherence, and facilitate positive behavioral change [13]. Albert Bandura proposed the theory of self-efficacy, which refers to the ability to perceive oneself as being able to achieve a goal. This theory is used to measure the degree or strength of an individual’s belief in their ability to accomplish a task [14].

Yi-Jen Lai, Hsiao-Yean Chiu, Ko-Chiu Wu, Chun-Wei Chang

JMIR Serious Games 2025;13:e67000

Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study

Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study

Mo Ev Game expands upon these ideas by adding gamification, automated analysis pipelines, and a data server connected to the application programming interface to facilitate data transfer and remote access. Collectively, Mo Ev Game and other m Health apps allow research to be conducted in contexts and environments. A common concern is that a participant’s function observed in traditional laboratories or clinic settings may be different in their home or other environments.

Md Raihan Mia, Sheikh Iqbal Ahamed, Samuel Nemanich

JMIR Serious Games 2025;13:e57802

Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials

Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials

Last, a fundamental limitation of current gamification research is the inability to determine which game design elements contribute most to its efficacy [16,22]. This highlights the need for further research to identify and isolate the most active and effective gamification elements [27].

Tianzhuo Yu, Monica Parry, Tianyue Yu, Linqi Xu, Yuejin Wu, Ting Zeng, Xin Leng, Qian Tong, Feng Li

JMIR Serious Games 2025;13:e64410

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

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

Increasing engagement through the gamification of ABMT may provide the opportunity to overcome some of these barriers. Gamification refers to the use of digital game elements (eg, points) in nonentertainment settings [24]. Several reviews on gamified cognitive training tasks have reported that adding game-like elements to repetitive tasks improves motivation and engagement [25,26].

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

JMIR Serious Games 2025;13:e50635

The Effect of the Mediterranean Diet–Integrated Gamified Home-Based Cognitive-Nutritional (GAHOCON) Training Programme for Older People With Cognitive Frailty: Pilot Randomized Controlled Trial

The Effect of the Mediterranean Diet–Integrated Gamified Home-Based Cognitive-Nutritional (GAHOCON) Training Programme for Older People With Cognitive Frailty: Pilot Randomized Controlled Trial

Gamification involves designing systems that replicate the experiences and motivations of games to influence users’ behaviors [22]. It is widely recognized as an effective approach to enhancing performance and motivation in educational settings [23]. Recent studies have shown that gamification has been successfully used and well accepted by older adults to improve their adherence to interventions (eg, cognitive training) and health behaviors (eg, physical activity) [24-26].

Rick Yiu Cho Kwan, Queenie Pui Sze Law, Jenny Tsun Yee Tsang, Siu Hin Lam, Kam To Wang, Olive Shuk Kan Sin, Daphne Sze Ki Cheung

JMIR Rehabil Assist Technol 2024;11:e60155

Application of Gamification Teaching in Disaster Education: Scoping Review

Application of Gamification Teaching in Disaster Education: Scoping Review

Gamification is simply defined as “the use of game design elements in non-game environments to motivate learners by increasing participation, granting autonomy, and allowing learners to demonstrate competence, in line with self-determination theory” [5-12]. Research has shown that gamification in medical education has become popular due to its ability to enhance cognitive abilities such as analytical thinking, spatial reasoning, and memory retention [3].

Shiyi Bai, Huijuan Zeng, Qianmei Zhong, Yuqi Shen, Lulu Cao, Mei He

JMIR Serious Games 2024;12:e64939

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation

This template included categories for general information on the paper (title, authors, publication year, and outlet), the characteristics of the study (discipline, aim of the study, and method), the intervention (country, intervention funding sources, target population, intervention name, media, type of gamification, co-design elements, mental health understanding, and overview of the ethical aspects addressed in the publication), and ethical aspects (“research ethics (detailed considerations),” “ethical principle

Wanda Spahl, Valeria Motta, Kate Woodcock, Giovanni Rubeis

JMIR Serious Games 2024;12:e64488