JMIR Serious Games

Scope & Guideline

Innovating Health Solutions with Engaging Gameplay

Introduction

Welcome to the JMIR Serious Games information hub, where our guidelines provide a wealth of knowledge about the journal’s focus and academic contributions. This page includes an extensive look at the aims and scope of JMIR Serious Games, highlighting trending and emerging areas of study. We also examine declining topics to offer insight into academic interest shifts. Our curated list of highly cited topics and recent publications is part of our effort to guide scholars, using these guidelines to stay ahead in their research endeavors.
LanguageEnglish
ISSN2291-9279
PublisherJMIR PUBLICATIONS, INC
Support Open AccessYes
CountryCanada
TypeJournal
Convergefrom 2013 to 2024
AbbreviationJMIR SERIOUS GAMES / JMIR Serious Games
Frequency1 issue/year
Time To First Decision-
Time To Acceptance-
Acceptance Rate-
Home Page-
Address130 QUEENS QUAY East, Unit 1100, TORONTO, ON M5A 0P6, CANADA

Aims and Scopes

JMIR Serious Games focuses on the intersection of health and technology through the lens of serious games and gamification. The journal aims to explore how digital games and interactive technologies can be leveraged to improve health outcomes, enhance learning, and promote behavioral change across diverse populations.
  1. Serious Games for Health:
    Research on the design, implementation, and effectiveness of serious games specifically aimed at addressing health issues, rehabilitation, and health education.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
Recent publications in JMIR Serious Games highlight several emerging themes that reflect the journal's evolving focus and the growing interest in certain areas. These trends indicate where the field is heading and the potential for future research opportunities.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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

While JMIR Serious Games continues to innovate and explore various themes, certain areas have shown signs of declining interest or reduced publication frequency. These waning scopes may reflect shifts in research priorities or emerging trends that overshadow previous focuses.
  1. 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.
  2. 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.
  3. 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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