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An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

Structured gamification approach: This approach implements incentive-based gamification (points, leaderboards, rewards) to motivate sustainable 3 R behaviors and foster continuous community participation. The specific objectives targeted by this research are as follows: Integrated technological solution: develop a comprehensive, technology-driven circular waste management model that automates traditional waste bank operations (addressing gaps 1 and 3).

Vitri Tundjungsari, Bambang Purnomosidi Dwi Putranto, Muhamad Bahrul Ulum, Nizirwan Anwar

JMIR Serious Games 2025;13:e66781

Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review

Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review

Digital interventions that merely incorporated single gamification elements into nongame contexts were excluded. Studies were included if the intervention was designed for either universal prevention or selected prevention (ie, groups considered to be at risk).

Michael Zeiler, Sandra Vögl, Ursula Prinz, Nino Werner, Gudrun Wagner, Andreas Karwautz, Natalie Zeller, Lorenz Ackermann, Karin Waldherr

JMIR Ment Health 2025;12:e67418

Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial

Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial

In this study, we present a new version of our previous CBM task, in which negative feedback is replaced by positive reinforcement of the desired response via gamification techniques that adapt game-like features to nongame tasks [16]. Gamification methods have been used in long and repetitive cognitive tasks to improve the engagement of participants [17,18].

Rumeysa Kuruoğlu, Angela Attwood, Ian Penton-Voak

JMIR Serious Games 2025;13:e65103

Gamification in mHealth Apps for Rehabilitation: Protocol for a Scoping Review

Gamification in mHealth Apps for Rehabilitation: Protocol for a Scoping Review

One mobile app characteristic that is important to consider in the context of rehabilitation adherence is gamification, or the use of game design elements to increase patient motivation and engagement [12]. In therapy, gamification has been explored primarily in pediatric neurorehabilitation to focus attention and facilitate repetition through hands-on immersive gameplay [13].

Jacqueline Dawson, Randall Nee, Christian Ramirez, Sharlene Reyes, David Sanchez, Tulsi Sukhadia, Andrew Bartlett

JMIR Res Protoc 2025;14:e63600

Playful Antisedentary Interactions for Online Meeting Scenarios: A Research Through Design Approach

Playful Antisedentary Interactions for Online Meeting Scenarios: A Research Through Design Approach

Gamification is defined as “the use of game elements in non-game contexts” [26]. It applies the principles of game design and elements such as storytelling, leaderboards, and winning rules to address real-world challenges in areas such as training, health care, and education [27]. Previous studies have demonstrated that gamification can facilitate behavior change [28-30] and make products more engaging [31].

Jiaqi Jiang, Shanghao Li, Xian Li, Yingxin Xu, Jian Zhao, Pengcheng An

JMIR Serious Games 2025;13:e62778

Encouraging the Voluntary Mobilization of Mental Resources by Manipulating Task Design: Explorative Study

Encouraging the Voluntary Mobilization of Mental Resources by Manipulating Task Design: Explorative Study

To this end, we wanted to explore one possibility, that is, the gamification of a cognitive task. Gamification is defined as the use of game-like elements (GLEs) in nongame contexts. GLEs are elements typically found in games such as visual elements (icons, colored patterns, evocative images, or playful animations), badges systems, narration, or leaderboards [9,11]. This definition of gamification differentiates it from serious games.

Lina-Estelle Louis, Saïd Moussaoui, Sébastien Ravoux, Isabelle Milleville-Pennel

JMIR Form Res 2025;9:e63491

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