[HTML][HTML] Serious games without screens. Comment on “involvement of end users in the development of serious games for health care professions education …

MJ Cosimini, B Watsjold, TM Chan - JMIR Serious Games, 2022 - games.jmir.org
Maheu-Cadotte et al [1] reviewed end user involvement in the development of serious
games for health professionals' education. They identified 45 games that were evaluated in …

[HTML][HTML] Health education serious games targeting health care providers, patients, and public health users: scoping review

N Sharifzadeh, H Kharrazi, E Nazari, H Tabesh… - JMIR serious …, 2020 - games.jmir.org
Background Serious educational games have shown effectiveness in improving various
health outcomes. Previous reviews of health education games have focused on specific …

[HTML][HTML] Involvement of end users in the development of serious games for health care professions education: systematic descriptive review

MA Maheu-Cadotte, V Dubé, S Cossette… - JMIR serious …, 2021 - games.jmir.org
Background On the basis of ethical and methodological arguments, numerous calls have
been made to increase the involvement of end users in the development of serious games …

[HTML][HTML] How to systematically assess serious games applied to health care

M Graafland, M Dankbaar, A Mert, J Lagro… - JMIR serious …, 2014 - games.jmir.org
The usefulness and effectiveness of specific serious games in the medical domain is often
unclear. This is caused by a lack of supporting evidence on validity of individual games, as …

[HTML][HTML] Developing theory-driven, evidence-based serious games for health: framework based on research community insights

S Verschueren, C Buffel, G Vander Stichele - JMIR serious games, 2019 - games.jmir.org
Background The idea of using serious games to effectuate better outcomes in health care
has gained significant traction among a growing community of researchers, developers, and …

[HTML][HTML] Investigating serious games that incorporate medication use for patients: systematic literature review

O Abraham, S LeMay, S Bittner, T Thakur… - JMIR Serious …, 2020 - games.jmir.org
Background: The United States spends more than US $100 billion annually on the impact of
medication misuse. Serious games are effective and innovative digital tools for educating …

[HTML][HTML] Serious games for improving technical skills in medicine: scoping review

TJ Olgers, AA bij de Weg, JC Ter Maaten - JMIR Serious Games, 2021 - games.jmir.org
Background: Serious games are being used to train specific technical skills in medicine, and
most research has been done for surgical skills. It is not known if these games improve …

[HTML][HTML] Learner analysis to inform the design and development of a serious game for nongaming female emerging health care preprofessionals: qualitative sample …

K Glover, A Bodzin - JMIR serious games, 2020 - researchprotocols.org
Background: Overall, 75% of health care practitioners are women, but half of all females do
not play digital games of any kind. There is no consensus in the literature regarding optimal …

[PDF][PDF] Framework for developing theorydriven evidence-based Serious Games for Health: leveraging insights of the research community towards an instructive …

S Verschueren, C Buffel, G Vander Stichele - JMIR Prepr, 2018 - researchgate.net
Background: The idea of using serious games to effectuate better outcomes in healthcare
has gained significant traction among a growing community of researchers, developers and …

[HTML][HTML] Diagnostic markers of user experience, play, and learning for digital serious games: a conceptual framework study

JW Tan, N Zary - JMIR serious games, 2019 - games.jmir.org
Background: Serious games for medical education have seen a resurgence in recent years,
partly due to the growth of the video game industry and the ability of such games to support …