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Journalbeiträge & wissenschaftliche Beiträge

Hier finden Sie die eine Sammlung der relevantesten wissenschaftlichen Studien.

2023

  • Fleming T, Poppelaars M, Thabrew H. The role of gamification in digital mental health. World Psychiatry. 2023;22(1):46-47. doi:10.1002/wps.21041
  • Hope DL, Grant GD, Rogers GD, King MA. Gamification in pharmacy education: a systematic quantitative literature review. Int J Pharm Pract. 2023;31(1):15-31. doi:10.1093/ijpp/riac099
  • Xu M, Luo Y, Zhang Y, Xia R, Qian H, Zou X. Game-based learning in medical education. Front Public Health. 2023;11:1113682. Published 2023 Mar 3. doi:10.3389/fpubh.2023.1113682

2022

  • Marley WD, Barratt A, Pigott T, Granat M, Wilson JD, Roy B. A multicenter randomized controlled trial comparing gamification with remote monitoring against standard rehabilitation for patients after arthroscopic shoulder surgery. J Shoulder Elbow Surg. 2022;31(1):8-16. doi:10.1016/j.jse.2021.08.019
  • Ning Y, Jia Z, Zhu R, Ding Y, Wang Q, Han S. Effect and feasibility of gamification interventions for improving physical activity and health-related outcomes in cancer survivors: an early systematic review and meta-analysis. Support Care Cancer. 2022;31(1):92. Published 2022 Dec 30. doi:10.1007/s00520-022-07550-0

2021

  • Folkvord F, Haga G, Theben A. The Effect of a Serious Health Game on Children’s Eating Behavior: Cluster-Randomized Controlled Trial. JMIR Serious Games. 2021;9(3):e23050.
  • Agarwal AK, Waddell KJ, Small DS, Evans C, Harrington TO, Djaraher R, u. a. Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight: A Randomized Clinical Trial. JAMA Network Open. 2021;4(7):e2116256–e2116256.
  • Bai S, Hew KF, Sailer M, Jia C. From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement. Computers & Education. 2021;173:104297.
  • Kalogiannakis M, Papadakis S, Zourmpakis A-I. Gamification in Science Education. A Systematic Review of the Literature. Education Sciences. 2021;11(1):22.
  • Trinidad M, Ruiz M, Calderón A. A Bibliometric Analysis of Gamification Research. IEEE Access. 2021;9:46505–44.
  • van Gaalen AEJ, Brouwer J, Schönrock-Adema J, Bouwkamp-Timmer T, Jaarsma ADC, Georgiadis JR. Gamification of health professions education: a systematic review. Adv in Health Sci Educ. 2021;26(2):683–711.
  • van der Lubbe LM, Gerritsen C, Klein MCA, Hindriks KV. Empowering vulnerable target groups with serious games and gamification. Entertainment Computing. 2021;38:100402.

2020

  • Bai S, Hew KF, Huang B. Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review. 2020;30:100322.
  • Fitzgerald M, Ratcliffe G. Serious Games, Gamification, and Serious Mental Illness: A Scoping Review. Psychiatr Serv. 2020;71(2):170-183. 
  • Montagni I, Mabchour I, Tzourio C. Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review. JMIR Serious Games, 2020, 8(2),
  • Sailer M, Sailer M. Gamification of in-class activities in flipped classroom lectures. British Journal of Educational Technology [Internet]. 2020 [zitiert 8. Mai 2020];
  • Schmidt-Kraepelin M, Toussaint PA, Thiebes S, Hamari J, Sunyaev A. Archetypes of Gamification: Analysis of mHealth Apps. JMIR Mhealth Uhealth. 19. Oktober 2020;8(10):e19280.
  • Tolks D, Lampert C, Dadaczynski K, Maslon E, Paulus P, Sailer M. Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification. Bundesgesundheitsblatt – Gesundheitsforschung – Gesundheitsschutz. 2020
  • Zainuddin Z, Chu SKW, Shujahat M, Perera CJ. The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review. 2020;30:100326.

2019

  • Cheng VWS, Davenport T, Johnson D, Vella K, Hickie IB. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review. JMIR Mental Health. 2019;6(6):e13717.
  • Groening C, Binnewies C. “Achievement unlocked!” – The impact of digital achievements as a gamification element on motivation and performance. Computers in Human Behavior. 2019;97:151–66.
  • Koivisto J, Hamari J. Gamification of physical activity: A systematic literature review of comparison studies. In: GamiFIN. Levi, Finland; 2019. S. 106–117.
  • Singhal S, Hough J, Cripps D. Twelve tips for incorporating gamification into medical education. MedEdPublish. 2019;8.
  • Tolks D, Sailer M, Dadaczynski K, Lampert C, Huberty J, Paulus P, u. a. ONYA – The Wellbeing Game: How to Use Gamification to Promote Wellbeing. Information. 2019;10(2):58.
  • Xi N, Hamari J. Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management. 2019;46:210–21.

2018

  • Denny P, McDonald F, Empson R, Kelly P, Petersen A. Empirical support for a causal relationship between gamification and learning outcomes. In Montreal: ACM; 2018. S. 311.
  • Landers RN, Auer EM, Collmus AB, Armstrong MB. Gamification Science, its history and future: definitions and a research agenda. Simulation & Gaming. 2018;49(3):315–37.
  • Kühn S, Kugler DT, Schmalen K, Weichenberger M, Witt C, Gallinat J. Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry. 2018;1.
  • Schmidt-Kraepelin M, Thiebes A, Baumsteiger S, Sunyaev D. State Of Play: A Citation Network Analysis Of Healthcare Gamification Studies. In: Research papers [Internet]. Portsmouth, UK; 2018. S. 1–17.

2017

  • Dadaczynski K, Schiemann S, Backhaus O. Promoting physical activity in worksite settings: results of a German pilot study of the online intervention Healingo fit. BMC public health, 2017, 17(1), 696.
  • Dichev C, Dicheva D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education. 2017;14:9..
  • Sailer M, Hense JU, Mayr SK, Mandl H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior. 2017;69(Supplement C):371–80.
  • Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics. 2017;71(Supplement C):31–48.

2016

  • Edwards EA, Lumsden J, Rivas C, Steed L, Edwards LA, Thiyagarajan A, u. a. Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps. BMJ Open. 2016;6(10):e012447.

2015

  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3) 2015.
  • Seaborn K, Fels DI. Gamification in theory and action: A survey. International Journal of Human-Computer Studies. 2015;74:14–31.

vor 2015

  • Hamari J, Koivisto J, Sarsa H. Does gamification work? A literature review of empirical studies on gamification. In: Proceedings of the 47th Hawaii International Conference on System Sciences. Hawaii; 2014.
  • Jesper J. The Game, the Player, the World: Looking for a Heart of Gameness. In Level Up: Digital Games Research Conference Proceedings, edited by Marinka Copier and Joost Raessens. Utrecht: Utrecht University, 2003, 30-45.
  • Landers RN, Landers AK. An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance. Simulation & Gaming. 2014;45(6):769–85.
  • Lister C, West JH, Cannon B, Sax T, Brodegard D. Just a Fad? Gamification in Health and Fitness Apps. JMIR Serious Games. 4. August 2014;2(2):e9.
  • Nevin CR, Westfall AO, Rodriguez JM, Dempsey DM, Cherrington A, Roy B, u. a. Gamification as a tool for enhancing graduate medical education. Postgraduate medical journal. 2014;postgradmedj-2013.

*zuletzt hinzugefügte Studien

2023

  • Abd-Alrazaq A, Abuelezz I, AlSaad R, et al. Serious Games for Learning Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis. J Med Internet Res. 2023;25:e43607. Published 2023 Apr 12. doi:10.2196/43607
  • Andrew L, Barwood D, Boston J, Masek M, Bloomfield L, Devine A. Serious games for health promotion in adolescents – a systematic scoping review. Educ Inf Technol (Dordr). 2023;28(5):5519-5550. doi:10.1007/s10639-022-11414-9
  • *Dadaczynski K, Tolks D, Wrona KJ, Mc Call T, Fischer F. The untapped potential of Games for Health in times of crises. A critical reflection. Frontiers in Public Health. 2023;11. Verfügbar unter: https://www.frontiersin.org/articles/10.3389/fpubh.2023.1140665
  • *Mateen, S., Rustemeier, L., Voß-Nakkour, S., Grimminger, S., (2023): Game Accessibility: Konzeption eines barrierearmen Serious Games. DOI: https://doi.org/10.21248/gups.69163. In Voß-Nakkour, S., Rustemeier, L., Möhring, M. M., Deitmer, A., Grimminger, S. (Hrsg.) (2023). Digitale Barrierefreiheit in der Bildung weiter denken. Innovative Impulse aus Praxis, Technik und Didaktik. Universitätsbibliothek Johann Christian Senckenberg

2022

  • Abd-Alrazaq A, Abuelezz I, Hassan A, et al. Artificial Intelligence-Driven Serious Games in Health Care: Scoping Review. JMIR Serious Games. 2022;10(4):e39840. Published 2022 Nov 29. doi:10.2196/39840
  • Kim Y, Hong S, Choi M. Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials. J Med Internet Res. 2022;24(9):e37753. Published 2022 Sep 6. doi:10.2196/37753
  • *Rustemeier, Linda; Astheimer, Ann-Kristin: Giorgashvili, Tornike; Voß-Nakkour, Sarah (2022):
    Experience Scrum! Agile Softwareentwicklung durchspielen. In: Alf, Tobias; Hahn, Simon; Zürn, Birgit; Trautwein, Friedrich (Hg.): Planspiele – Erkenntnisse aus Praxis und Forschung: Rückblick auf den Deutschen Planspielpreis und das Europäische Planspielforum 2021: Norderstedt: Books on Demand (ZMS-Schriftenreihe), S. 47-61. ISBN: 978-3-7568-3700-7.
  • Thangavelu DP, Tan AJQ, Cant R, Chua WL, Liaw SY. Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis. Nurse Educ Today. 2022;113:105357. doi:10.1016/j.nedt.2022.105357
  • Wang Y, Wang Z, Liu G, Wang Z, Wang Q, Yan Y, et al. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis. Frontiers in Public Health. 2022;10.
  • Kleschnitzki J M, Beyer L, Beyer R, Grossmann I :The Effectiveness of a Serious Game

2021

  • Belghali M, Statsenko Y, Al-Za’abi A. Improving Serious Games to Tackle Childhood Obesity. Frontiers in Psychology. 2021;12:1609.
  • Bruder et al. Gütekriterien Serious Games. WTT Serious Games. Verfügbar unter: https://tuprints.ulb.tu-darmstadt.de/17872/7/WTT_Guetekriterien%20SG%20Langfassung%2020210330.pdf
  • Raab MH, Döbler NA, Carbon C-C. A Game of Covid: Strategic Thoughts About a Ludified Pandemic. Frontiers of Psychology. 2021;12:607309
  • Raupach T, de Temple I, Middeke A, Anders S, Morton C, Schuelper N. Effectiveness of a serious game addressing guideline adherence: cohort study with 1.5-year follow-up. BMC Med Educ. 2021;21(1):189.
  • *Rustemeier, L., Voß-Nakkour, S., Hossain, I., Weist, L. & Mateen, S., (2021). Spielerische Sensibilisierung durch Erfahrbarkeit von Beeinträchtigungen: Das Serious Game „Lolas erstes Semester“. In: Kienle, A., Harrer, A., Haake, J. M. & Lingnau, A. (Hrsg.), DELFI 2021. Bonn: Gesellschaft für Informatik e.V.. (S. 133-144).
  • *Rustemeier L., Voß-Nakkour S., Mateen S., Hossain I. (2021). Creation and Future
    Development Process of a Serious Game: Raising Awareness of (Visual) Impairments.
    In: Fletcher B., Ma M., Göbel S., Baalsrud Hauge J., Marsh T. (eds) Serious Games. JCSG 2021. Lecture Notes in Computer Science, vol 12945. Springer, Cham. https://doi.or /10.1007/978-3-030-88272-3_10
  • Suppan M, Abbas M, Catho G, Stuby L, Regard S, Achab, Harbarth S, Suppan L. Impact of a Serious Game (Escape COVID-19) on the Intention to Change COVID-19 Control Practices Among Employees of Long-term Care Facilities: Web-Based Randomized Controlled Trial. JMIR. 2021 march 25; 23(3): e27443
  • van der Lubbe LM, Gerritsen C, Klein MCA, Hindriks KV. Empowering vulnerable target groups with serious games and gamification. Entertainment Computing. 2021;38:100402.
  • Wang T, Huang I-Y. Viruscape: A Microscopic Adventure Game to Guide Conceptual Learning of SARS-CoV-2 Mechanisms. ACM Digital Library. 2021 Okt 15; S.209-215

2020

  • *Balkrishnan VS. COVID-19: Playing away the pandamic. Lancet Infect Dis. 2020 Jul; 20(7):729
  • *De Souza Gaspar J, Martins Lage E, Da Silva FJ, Mineiro E, De Oliveira IJR, Oliveira I, De Souza RG, Oliveira Gusmao JR, Donadoni De Souza CF, Reis ZSN. A Mobile Serious Game About the Pandemic (COVID-19-Did You Know?): Design and Evaluation Study. JMIR Serious Games.2020 Dez 22; 8(4): e25226
  • *Laato S, Najmul Islam AKM, Laine TH. Did location-based games motivate players to socialize during COVID-19?. Telematics and Informatics. 2020 Nov; 54:  101458
  • *Zhou C, Occa A, Kim S, Morgan S. A Meta-analysis of Narrative Game-based Interventions for Promoting Healthy Behaviors. Journal of Health Communication. 2020; 25 54-65
  • Abraham O, Thakur T, Brown R. Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study. JMIR Serious Games. 2020;8(3):e18207. 
  • Baranowski T, Ryan C, Hoyos-Cespedes A, Lu AS. Nutrition education and dietary behavior change games: A scoping review. Games for health journal, 2019, 8(3), 153-176.
  • Bossen D, Broekema A, Visser B, Brons A, Timmerman A, van Etten-Jamaludin F, Braam K, Engelbert R. Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis. J Med Internet Res. 2020 Apr 1;22(4):e14549. 
  • Buijs-Spanjers KR, Hegge HH, Cnossen F, Jaarsma DA, de Rooij SE. Reasons to Engage in and Learning Experiences From Different Play Strategies in a Web-Based Serious Game on Delirium for Medical Students: Mixed Methods Design. JMIR Serious Games. 2020;8(3):e18479.
  • Caserman P, Hoffmann K, Müller P, Schaub M, Straßburg K, Wiemeyer J, Bruder R, Göbel S. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance. JMIR Serious Games. 2020 Jul 24;8(3):e19037.
  • Dadaczynski K, Tolks D, Fincke I, Paulus P. Spielend psychisch gesund: Förderung des psychischen Wohlbefindens durch spielerische Ansätze. In: Scherenberg V, Pundt J, Herausgeber. Psychische Gesundheit wirksam stärken – aber wie? Bremen: APOLLON University Verlag; 2020. S. 311–30.
  • Derksen ME, van Strijp S, Kunst AE, Daams JG, Jaspers MWM, Fransen MP. Serious games for smoking prevention and cessation: A systematic review of game elements and game effects. J Am Med Inform Assoc. 2020 May 1;27(5):818-833. doi: 10.1093/jamia/ocaa013. 
  • Kokol P, Vošner HB, Završnik J, Vermeulen J, Shohieb S, Peinemann F. Serious Game-based Intervention for Children with Developmental Disabilities. Curr Pediatr Rev. 2020;16(1):26-32. 
  • Mack I, Reiband N, Etges C, Eichhorn S, Schaeffeler N, Zurstiege G, Gawrilow C, Weimer K, Peeraully R, Teufel M, Blumenstock G, Giel KE, Junne F, Zipfel S. The Kids Obesity Prevention Program: Cluster Randomized Controlled Trial to Evaluate a Serious Game for the Prevention and Treatment of Childhood Obesity. J Med Internet Res. 2020 Apr 24;22(4):e15725. 
  • Martin-Niedecken AL, Mahrer A, Rogers K, de Bruin ED, Schättin A. “HIIT” the ExerCube: Comparing the Effectiveness of Functional High-Intensity Interval Training in Conventional vs. Exergame-Based Training. Frontiers in Computer Science. 2020;2:33.
  • Schwarz AF, Huertas-Delgado FJ, Cardon G, DeSmet A. Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies. Games Health J. 2020;9(3):150-163.
  • Tolks D, Lampert C, Dadaczynski K, Maslon E, Paulus P, Sailer M. Spielerische Ansätze in Prävention und Gesundheitsförderung: Serious Games und Gamification. Bundesgesundheitsblatt – Gesundheitsforschung – Gesundheitsschutz. 2020.

2019

  • Chon S-H, Timmermann F, Dratsch T, Schuelper N, Plum P, Berlth F, u. a. Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students. JMIR Serious Games. 2019;7(1):e13028.
  • Gauthier A, Kato PM, Bul KCM, Dunwell I, Walker-Clarke A, Lameras P. Board Games for Health: A Systematic Literature Review and Meta-Analysis. Games Health J. 2019;8(2):85–100.

2018

  • Baranowski T. Games for health research – Past, present, and future. Prävention und Gesundheitsförderung. 2018;13(4):333–6.
  • Breuer J, Tolks D. Grenzen von „Serious Games for Health“. Präv Gesundheitsf. 2018;13(4):327–32.
  • Gorbanev I, Agudelo-Londoño S, González RA, Cortes A, Pomares A, Delgadillo V, u. a. A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Medical Education Online. 2018;23(1):1438718.
  • Holtz BE, Murray K, Park T. Serious Games for Children with Chronic Diseases: A Systematic Review. Games for Health Journal. 2018;7(5):291–301.
  • Horstmann D, Tolks D, Dadaczynski K, Paulus P. Förderung des Wohlbefindens durch „Gamification “. Prävention und Gesundheitsförderung. 2018;13(4):305–11.
  • Kühn S, Kugler DT, Schmalen K, Weichenberger M, Witt C, Gallinat J. Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry. 2018;1.
  • Lu AS, Kharrazi H. A state-of-the-art systematic content analysis of games for health. Games for health journal, 2018, 7(1), 1-15.
  • Tolks D, Dadaczynski K, Horstmann D. Einführung in die Vergangenheit, Gegenwart und Zukunft von Serious Games (for Health). Präv Gesundheitsf. 2018;13(4):272–9.

2017

  • Baranowski T, Blumberg F, Gao Z, Kato PM, Kok G, Lu AS, u. a. Getting research on games for health funded. Games for Health Journal. 2017;6(1):1–8.
  • Kuipers DA, Terlouw G, Wartena BO, van ’t Veer JT, Prins JT, Pierie JPE. The role of transfer in designing games and simulations for health: Systematic review. JMIR Serious Games. 2017;5(4):e23.
  • Lau HM, Smit JH, Fleming TM, Riper H. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Frontiers in Psychiatry. 2017;7:209.
  • Nguyen TTH, Ishmatova D, Tapanainen T, Liukkonen TN, Katajapuu N, Makila T, u. a. Impact of serious games on health and well-being of elderly: a systematic review. In: Proceedings of the 50th Hawaii International Conference on System Sciences. Waikoloa Village, Hawaii, USA; 2017.
  • Thompson D. Incorporating behavioral techniques into a serious videogame for children. Games for Health Journal. 2017;6(2):75–86.
  • West GL, Zendel BR, Konishi K, Benady-Chorney J, Bohbot VD, Peretz I, u. a. Playing Super Mario 64 increases hippocampal grey matter in older adults. PLOS ONE. 2017;12(12):1–18.

2016

  • Boyle EA, Hainey T, Connolly TM, Gray G, Earp J, Ott M, u. a. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education. 2016;94(Supplement C):178–92.
  • Bul KC, Kato PM, Van der Oord S, Danckaerts M, Vreeke LJ, Willems A, u. a. Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. J Med Internet Res. 2016 [zitiert 26. November 2018];18(2).
  • Charlier N, Zupancic N, Fieuws S, Denhaerynck K, Zaman B, Moons P. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis. J Am Med Inform Assoc. 2016;23(1):230–9.
  • Clark DB, Tanner-Smith EE, Killingsworth SS. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research. 2016;86(1):79–122.
  • Kleinschmidt C, Haag M. Evaluation of game engines for cross-platform development of mobile serious games for health. Stud Health Technol Inform. 2016;223:207–14.
  • Schuelper N, Middeke A-C, Klingenberg A, Jäger F, Treml G, Raupach T. EMERGE – Ein Serious Game zur Lehre von differentialdiagnostischen ärztlichen Kompetenzen in einer virtuellen Notaufnahme. In Düsseldorf: German Medical Science GMS Publishing House; 2016. S. DocV42-321.

2015

  • All A, Castellar EPN, Van Looy J. Towards a conceptual framework for assessing the effectiveness of digital game-based learning. Computers & Education. 2015;88:29–37.
  • Arnab S, Lim T, Carvalho MB, Bellotti F, Freitas S, Louchart S, u. a. Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology. 2015;46(2):391–411.
  • Baranowski T, Blumberg F, Buday R, DeSmet A, Fiellin LE, Green CS, u. a. Games for health for children – Current status and needed research. Games for Health Journal. 2015;5(1):1–12.
  • Loh CS, Sheng Y, Ifenthaler D. Serious games analytics: Theoretical framework. In: Loh CS, Sheng Y, Ifenthaler D, Herausgeber. Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. Cham: Springer International Publishing; 2015. S. 3–29.
  • Pitt MB, Borman-Shoap EC, Eppich WJ. Twelve tips for maximizing the effectiveness of game-based learning. Medical Teacher. 2015;37(11):1013–7.
  • van der Kooij K, Hoogendoorn E, Spijkerman R, Visch V. Validation of Serious Games. International Journal of Serious Games. 2015;2(3).

vor 2015

  • DeSmet A, Van Ryckeghem D, Compernolle S, Baranowski T, Thompson D, Crombez G, u. a. A meta-analysis of serious digital games for healthy lifestyle promotion. Prev Med. 2014;69:95–107.
  • Kharrazi H, Lu A S, Gharghabi F, Coleman W. A scoping review of health game research: Past, present, and future. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 2012, 1(2), 153-164.
  • Ricciardi F, De Paolis LT. A Comprehensive Review of Serious Games in Health Professions. International Journal of Computer Games Technology. 2014;2014(9):e787968.
  • Sostmann K, Tolks D, Fischer M, Buron S. Serious Games for Health: Spielend lernen und heilen mit Computerspielen? GMS Medizinische Informatik, Biometrie und Epidemiologie. 2010;6:1–8.
  • Tolks D, Fischer MR. Serious Games for Health – ernstzunehmende didaktische Konzepte in der medizinischen Ausbildung? GMS Medizinische Informatik, Biometrie und Epidemiologie. 2013;9(1).
  • Wouters P, van Nimwegen C, van Oostendorp H, van der Spek ED. A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology. 2013;105(2):249–65.

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