JMIR Serious Games
Scope & Guideline
Exploring Game-Changing Solutions for Health
Introduction
Aims and Scopes
- Serious Games for Health:
Research on the design, implementation, and effectiveness of serious games specifically aimed at addressing health issues, rehabilitation, and health education. - Gamification in Health Interventions:
Investigation into the use of gamification principles to enhance the user engagement and effectiveness of health interventions, including mobile health applications and educational programs. - Virtual and Augmented Reality Applications:
Exploration of virtual reality (VR) and augmented reality (AR) technologies in health contexts, particularly for rehabilitation, training, and therapeutic purposes. - Behavioral Health and Mental Health Games:
Studies focused on the use of games to promote mental health, address disorders, and enhance coping strategies, particularly among children and adolescents. - Technology-Enhanced Learning in Health Education:
Research on how serious games and gamified approaches can be integrated into health professional education to improve learning outcomes and skill acquisition. - Physical Activity Promotion through Exergames:
Examination of exergames (exercise video games) as tools for promoting physical activity among various populations, particularly older adults and children.
Trending and Emerging
- Integration of AI in Serious Games:
There is a growing trend towards exploring the role of artificial intelligence in enhancing the effectiveness and personalization of serious games for health. - Focus on Mental Health Interventions:
An increasing number of studies are dedicated to using serious games to address mental health issues, particularly among vulnerable populations such as children, adolescents, and older adults. - Collaborative and Multiplayer Gaming:
Emerging research is focusing on the potential of collaborative and multiplayer gaming environments to foster social interaction and improve health outcomes. - Data-Driven Approaches in Game Design:
The use of data analytics and machine learning to inform the design of serious games and assess their impact is becoming increasingly relevant in current research. - User-Centered Design Methods:
There is a notable trend towards employing user-centered design principles in the development of serious games, ensuring that the needs and preferences of end-users are prioritized.
Declining or Waning
- Traditional Gaming for Education:
There has been a noticeable decline in research specifically focused on traditional gaming as an educational tool, with more emphasis now on serious games and gamification. - Generalized Health Interventions:
Publications focusing on broad health interventions without the integration of gaming or technological elements are becoming less prevalent, as the journal emphasizes more innovative, game-based approaches. - Non-Interactive Digital Health Tools:
The interest in non-interactive digital health tools is waning, as the focus shifts towards more engaging and interactive solutions that involve user participation.
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