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Design Requirements for #Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study Background: Managing blood pressure (BP) in prehypertensive individuals is crucial to prevent the incidence of hypertension. While physical activity has proven effective in BP management, physical inactivity remains prevalent. #Gamification has shown promise in addressing physical inactivity; however, its effectiveness is limited due to the suboptimal intervention design. Objective: This study aimed to develop a comprehensive understanding of prehypertensive individuals’ needs, design preferences, and motivational drives for #Gamified exercise apps by integrating the Octalysis #Gamification Framework with Self-Determination Theory (SDT) through a participatory qualitative methodology. Methods: The study adopted a cross-sectional qualitative interview study design and used semistructured interviews conducted from June to July 2025 across mainland China. Participants were recruited through online platforms using purposive sampling to select adults with prehypertension (systolic BP 120‐139 mm Hg and/or diastolic BP 80‐89 mm Hg). Interview guides were systematically structured around SDT constructs and the Octalysis Framework’s 8 core #Gamification drives to explore participants’ needs, design preferences, and motivational drives for #Gamified exercise apps. An inductive or deductive hybrid thematic analysis was used to identify key themes. Results: A total of 14 eligible prehypertensive individuals participated in the study. Their needs and preferences for exercise apps, including exercise guidance, data monitoring and feedback, and wearable device portability, were summarized. Eight core #Gamification motivational drives, such as epic meaning and social influence, according to the Octalysis Framework, were explored with interviewees, including their attitudes and creative design considerations. Moreover, the study examined how the satisfaction of basic psychological needs (eg, sense of volition, technical challenges, and social connections) influences the transformation of motivation. Conclusions: This theory-informed qualitative study is among the first to explore the needs and preferences of individuals with prehypertension for #Gamified exercise apps by integrating the Octalysis #Gamification Framework with SDT. The findings suggest that successful #Gamified exercise apps for prehypertensive individuals may benefit from going beyond traditional #Game mechanics to address deeper psychological needs. Participants emphasized the importance of personalized exercise programming, robust health monitoring capabilities, and human-centered #Gamification designs that support autonomy, competence, and relatedness. Satisfaction of these basic psychological needs is critical for transforming extrinsic motivations, such as #Weight management and health values, into intrinsic enjoyment of exercise. By integrating a theoretical basis with user-centered perspectives, this study provides context-specific design implications for future development of #Gamified exercise apps tailored to prehypertensive individuals in similar digital health contexts.

JMIR Serious Games: Design Requirements for #Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study

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#Gamified Versus Non#Gamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial Background: The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and #Gamification together. Randomized evidence disentangling their separate effects on immediate learning and short-term retention in breast health education is lacking. Objective: To isolate the effects of #Gamification, over and above an identical immersive metaverse environment, on immediate gains and 4-week retention of women’s breast health knowledge. Methods: This two-arm parallel individually randomized controlled trial was conducted in Hangzhou, China. Eligible participants were women aged ≥18 years who were interested in breast health and able to use a personal computer with internet access. A total of 80 women were recruited via the Xiaohongshu social media platform; 8 withdrew before randomization or did not complete the baseline assessment, and the remaining 72 women were randomized to a #Gamified Metaverse (GM) or a Non-#Gamified Metaverse (NGM) group using a computer-generated 1:1 sequence. Both groups used the Mammoverse platform with identical educational content and exposure time. Breast health knowledge was assessed at baseline (T1), immediately post-intervention (T2), and 4-week follow-up (T3) using the same questionnaire, the primary outcome was change in knowledge score. Using linear mixed-effects models, with age, education, family history of breast cancer, prior training, and baseline knowledge as covariates. Participants and investigators were not blinded. Results: All randomized participants completed follow-up and were included in the analysis (GM group n=36; NGM group n=36), with no loss to follow-up. Knowledge scores improved in both groups, but gains from T1 to T2 were larger in GM than NGM (Hedges g=0.65, 95% CI 0.18–1.12, p=.007). From T2 to T3, there was no between-group difference in change scores (p=.91). However, at 4 weeks GM retained higher absolute knowledge than NGM (estimated marginal means 15.7 vs 13.0). No intervention-related adverse events were reported. Conclusions: This study marks the first application of #Gamification in BSE education for ordinary Chinese women within a 3D desktop metaverse. By comparing #Gamified and non-#Gamified versions under identical metaverse platform conditions, it expands the application boundaries of #Gamified metaverses in breast health education. #Gamification significantly enhanced immediate acquisition of breast health knowledge but did not provide additional advantages for short-term retention. However, the #Gamified group maintained higher absolute knowledge levels at the 4-week follow-up. Overall, in the 3D desktop metaverse, immersive experiences provide foundational effects, while #Gamification delivers immediate gains. To further optimize long-term retention, memory consolidation strategies must be integrated into the #Gamified framework. Clinical Trial: This trial was retrospectively registered at ClinicalTrials.gov (Identifier: NCT06930898, URL: https://clinicaltrials.gov/study/NCT06930898, registered on 8 April 2025).

JMIR Serious Games: #Gamified Versus Non#Gamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial

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Exploring the Practical Application of Gamified Incentive Mechanisms in Pathology Teaching In response to the problems such as low participation and insufficient practical training of students in traditional laboratory teaching, this study aims to explore the effectiveness and feasibility…

Exploring the Practical Application of #Gamified Incentive Mechanisms in #Pathology #Teaching www.scirp.org/journal/pape... #Gamification #GameBasedLearning

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#Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study Background: Educators are exploring new methods to educate beyond the classroom as global concerns about students’ cognitive, emotional, and social well-being grow. Physical education (PE) has been demonstrated to boost cognitive and psychological outcomes in several studies. Most research has neglected the benefits of #Gamification and artificial intelligence (AI)–based feedback in PE, focusing instead on conventional PE formats. The impacts of technologically enhanced PE settings on students’ cognitive performance through feedback and reward mechanisms remain understudied. Objective: This study aimed to investigate how intrinsic motivation and AI-based feedback moderated the effects of #Gamified PE on students’ cognitive performance. Methods: The study used a cross-sectional design. In Beijing, Shanghai, Chengdu, and Guangzhou, a total of 1029 public high school students completed a standardized questionnaire. Students in secondary school (male: n=490, 47.6% and female: n=539, 52.4%) aged 10-18 years, were recruited from urban, suburban, and rural locales. Participants were sourced from public, private, and semigovernment schools, reflecting a range of academic achievement levels and access to technology. Students participating in standard PE sessions were included, whereas those with medical conditions that restricted physical exercise were excluded. Data were gathered via standardized questionnaires during designated PE sessions. #Gamified PE, cognitive performance, intrinsic motivation, teacher support, collaboration, and AI feedback were examined using standardized instruments. Trained facilitators helped younger participants understand and follow ethical norms. The study used maximum likelihood estimation for structural equation modeling. Bootstrapping was used to analyze mediation and moderation effects at a 5% significance level (α=.05). Results: According to structural equation modeling, #Gamified PE highly predicts cognitive performance (β=.34; P

JMIR Serious Games: #Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study

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Supporting First-Year Chemistry Undergraduates in Data Analysis through a Gamified Excel Escape Room Excel proficiency is a critical tool in undergraduate chemistry education, yet many students lack confidence in performing essential data handling and analysis tasks. To address student apprehension and encourage engagement with the software, this work reports the development of an Excel-based escape room. The activity is built entirely within the Excel environment, utilizing conditional formatting and password-protected sheets to create a self-contained, interactive learning experience without the need for external software or funding. The activity was trialed with a cohort of first-year undergraduate chemistry students. Participants reported positive shifts in their perception of Excel, noting increased confidence and a greater willingness to apply the software for complex tasks following the intervention. While direct skill acquisition requires longitudinal study, survey data suggests that gamifying the Excel environment can effectively lower the perceived barrier to entry for hesitant students. By embedding skill development within an exploratory framework, this model offers a scalable, adaptable tool for introducing digital literacy in the chemical sciences.

📊 #Excel is a vital skill, but few students are confident, seeing it as a barrier to calculations, not a useful tool.

🔐At @unisouthampton.bsky.social we made an Excel #EscapeRoom for #gamified learning!

🔓Check it out #OpenAccess below:

🔗 doi.org/10.1021/acs....

#iTeachChem #ChemSky #EduSky

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An Online #Gamified Pain Management Program for Adults With Chronic Pain: #Protocol for a #RCT #ClinicalTrial Background: Although #Digital interventions have been widely used in chronic pain management, evidence on their effectiveness has demonstrated heterogeneity. They have low retention rates, which are exacerbated by a lack of feedback, social interaction, and engaging content, contributing to boredom and higher attrition. #Gamification offers a possibility to overcome these barriers and enhance user motivation and engagement. Objective: This #Study aims to investigate the effects of an online #Gamified pain management program in a sample of adults with chronic non#Cancer pain. Methods: A 2-arm, single-blind #RCT #ClinicalTrial will recruit 172 participants through Chinese hospitals and online platforms. Eligible participants will be randomized to 2 groups: a 10-week #Gamified pain management program for the experimental group and routine online pain management materials for the control group. Primary outcomes, including pain intensity and pain interference, and secondary outcomes, including fear avoidance, emotion, exercise adherence, quality of life, and user satisfaction, will be assessed at baseline, after the intervention (10 weeks), and at a 3-month follow-up. A mixed-design ANOVA and intention-to-treat analysis will be used to evaluate intervention effects. Results: The trial is registered, with recruitment ongoing from July 2025 to August 2026. A total of 172 participants (86 per group) will be recruited. As of November 17, 2025, we have recruited 19 participants. Results are expected to be published in March 2027 Conclusions: The findings will address a critical gap by examining a novel #Gamified intervention within a theory-driven design to provide an engaging solution to improve self-management in people with chronic pain. Trial Registration: Chinese Clinical Trial Registry ChiCTR2400094247; https://www.chictr.org.cn/hvshowproject.html?id=266029&v=1.0

JMIR Res Protocols: An Online #Gamified Pain Management Program for Adults With Chronic Pain: #Protocol for a #RCT #ClinicalTrial

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Long-Term Usage of Breeze, a #Gamified Breathing Training #App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study Background: People with cancer often experience stress. Digital health interventions (DHIs) can help individuals increase momentary relaxation. Breeze is a #Gamified breathing training that can be embedded into DHIs. Its effectiveness in controlled cross-sectional studies was shown. However, adherence to Breeze and its effect on momentary relaxation in longitudinal interventional studies has yet to be investigated. Objective: This work aims to assess the use of Breeze and its effect on momentary relaxation in people with cancer. Methods: Breeze was one of seven relaxation techniques included in the CanRelax 2.0 #App, designed specifically for individuals diagnosed with cancer. Participants could select any of the seven techniques to promote momentary relaxation. The intervention was designed to last 10 weeks. However, participants were allowed to use the CanRelax 2.0 #App after that period. Participants were adults diagnosed with cancer in the last five years recruited across Switzerland, Germany, and Austria. Momentary relaxation was measured pre- and post-exercise using an 11-point visual analog scale, while Breeze was assessed through objective usage metrics. Statistical analyses included linear mixed-effects models and effect size calculations. Results: Out of 352 participants, 118 (33.5%) used Breeze at least once. The 118 participants engaged in 754 breathing sessions with Breeze. Momentary relaxation was assessed and calculated for 249 (33.0%) Breeze sessions. The use of Breeze remained stable even after the formal intervention period. Participants also followed the pre-defined breathing rates of Breeze. On average, a small effect on momentary relaxation was observed for 2-minute breathing sessions (d = .20), while a large effect (d = .74) resulted from breathing sessions >=4 minutes. Conclusions: This study shows the potential of Breeze to reduce acute stress in individuals with a chronic condition, such as cancer. By combining #Gamification with evidence-based breathing techniques, Breeze fosters sustained user engagement and momentary relaxation. Future research aims to assess the impact of Breeze on other populations and chronic conditions. Clinical Trial: German Clinical Trials Register DRKS00027546; registered on 23 February 2022

JMIR Serious Games: Long-Term Usage of Breeze, a #Gamified Breathing Training #App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study

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#Gamified Optimized #Diabetes Management With artificial intelligence (#AI)–Powered Rural Telehealth Intervention (GODART): #Protocol for an Optimization Pilot and Feasibility Trial Background: Type 2 #Diabetes mellitus (T2DM) is highly prevalent in the United States and represents a significant public health challenge. Telehealth interventions have shown promise for improving T2DM outcomes, but their effectiveness is often limited by disparities in #Digital literacy and access, especially in rural areas. To address this gap, we propose an innovative, individualized lifestyle modification intervention delivered via phone call to support glycemic control. Objective: This paper outlines the #Protocol for a pilot #Study designed to assess the feasibility and preliminary effectiveness of an artificial intelligence (#AI)–assisted intervention for T2DM self-management in rural settings. Methods: The #Study uses the preparation phase of the MOST (Multiphase Optimization Strategy) framework to evaluate two components: (1) automated versus human health coaching and (2) fixed versus adapted #Gamified financial incentives, based on participants’ daily engagement with automated monitoring calls. We aim to enroll 88 adults with T2DM and hemoglobin A1c (HbA1c) levels between 6.5% and 11.5%. Participants receive daily interactive voice response calls tracking diet, physical activity, medication adherence, and blood glucose, and weekly coaching based on randomization. In the fixed-reward arm, participants earn US $0.60 per day; in the adaptive arm, rewards start at US $0.20 and increase weekly, with penalties for missed days. Primary outcomes include feasibility metrics and preliminary changes in HbA1c. Semistructured interviews will assess patient experience. Results: This #Study was funded by the National Institute of #Diabetes and Digestive and Kidney Diseases. As of October 2025, we have enrolled and completed data collection for 88 participants. We expect to complete the feasibility analysis by December 2025. Conclusions: This pilot and feasibility #Study evaluates a low-tech, artificial intelligence (#AI)–assisted T2DM intervention designed to reduce #Digital barriers and inform a future MOST optimization trial. Trial Registration: ClinicalTrials.gov NCT05344859; https://clinicaltrials.gov/#Study/NCT05344859

JMIR Res Protocols: #Gamified Optimized #Diabetes Management With artificial intelligence (#AI)–Powered Rural Telehealth Intervention (GODART): #Protocol for an Optimization Pilot and Feasibility Trial

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Efficacy of the Web-Based #Gamified Infection Control Training System on Practices for Health Care Workers in Residential Care Homes: Clustered Randomized Controlled Trial Background: Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infection among residents, visitors, and staff. Providing continuous professional training to the staff is essential. Current infection control training mostly rests on short educational talks or one-to-one reminders in the RCHs. A blended mode of online interactive #Games and face-to-face consultations was now proposed as a new way to conduct infection control training in the RCHs. Objective: This study aims to assess the efficacy of the Blended Gaming #covid19 Training System (BGCTS) on infection control practices and self-reported knowledge, attitude, and practices of standard precautions among health care workers in RCHs. Methods: A 2-arm, single-blinded, parallel cluster randomized controlled trial was designed, and 30 RCHs were recruited and randomized into an intervention group to receive the BGCTS and a control group to receive usual care on infection control training. Due to the #covid19 pandemic and infected cases in the homes, 17 RCHs refused or delayed the on-site observations. The BGCTS intervention, developed based on “The #covid19 Risk Communication Package for Healthcare Facilities” of the World Health Organization, consists of two parts: (1) an eHealth mode of a 120-minute web-based training system covering 8 topics, delivered in short-clip videos and #Games, and (2) two 30-minute face-to-face interactive sessions for concept clarification. The 2 infection control practices, “use of gloves and personal protective equipment (PPE) and performing respiratory hygiene” and “hand rub,” were assessed by on-site unobtrusive observations, and self-reported infection control practices and knowledge and attitude toward infection control were measured via online survey post intervention. Results: A total of 212 staff from 13 RCHs were involved in the analysis, with 7 RCHs from the intervention group (n=114) and 6 RCHs from the control group (n=98). A significantly greater increase in the proportions of proper use of gloves and PPE and respiratory hygiene performance (β=.195, 95% CI 0.046-0.344; P=.02) and properly performed hand rub (β=.068, 95% CI 0.005-0.132; P=.04) was observed in the intervention group. The changes in the self-reported outcomes were not statistically significant. Conclusions: BGCTS improved RCH staff’s performance in 2 infection control practices by objective measurement, “gloves and PPE use and performance in respiratory hygiene” and “hand rub.” BGCTS was shown to be an effective training, although it was a 2-week intervention. The BGCTS did not perform better than infection control briefing sessions in self-reported infection control knowledge, attitude, and practices. This electronic-based infection control training with 2 intensive interactive sessions has good potential to be adopted as regular training in RCHs. Trial Registration: Clinicaltrials.gov NCT04783025; http://clinicaltrials.gov/ct2/show/NCT04783025

JMIR Serious Games: Efficacy of the Web-Based #Gamified Infection Control Training System on Practices for Health Care Workers in Residential Care Homes: Clustered Randomized Controlled Trial

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A Novel Eye Tracking–Based #Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study Background: Traditional vision tests for young children are limited by their reliance on subjective feedback and narrow assessment scopes. This study introduces a novel, objective, #Gamified, eye-tracking-based contrast sensitivity function (ETGCSF) tool designed to overcome these challenges. Objective: To develop the ETGCSF, validate its reliability, and evaluate its efficiency in assessing contrast sensitivity in children. Methods: This study included 80 children aged 3 to 6 years recruited from the visual rehabilitation clinic at Zhongshan Ophthalmic Center between May 2021 and July 2023. Two experiments were conducted to evaluate the ETGCSF’s performance, with Experiment 2 incorporating enhanced #Gamified elements. The primary outcomes were the ETGCSF’s test-retest reliability. Results: In Experiment 1, 28 children completed the ETGCSF with a median test duration of 482 seconds. The ICCs for AULCSF and CSF acuity were 0.890 and 0.773, respectively, demonstrating excellent test-retest reliability. In Experiment 2, 52 children completed an enhanced ETGCSF with a significantly shorter median test duration of 241 seconds (P < .001) and comparable reliability (ICC for AULCSF: 0.851; ICC for CSF acuity: 0.824). Conclusions: The ETGCSF demonstrated strong reliability in measuring children contrast sensitivity function. Its #Gamified design enhances engagement, while its objective approach addresses key limitations of traditional methods. These findings highlight its potential as a practical tool for pediatric vision assessment and therapeutic effect monitoring, pending further validation in diverse populations and real-world settings.

JMIR Serious Games: A Novel Eye Tracking–Based #Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study

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#Gamified #Learning: Transforming #EmployeeTraining Into An Engaging Experience elearningindustry.com/gamified-lea...

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A Novel #Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional #Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial Background: With the growing prevalence of aging populations, improving the health and quality of life of older adults has become a critical concern globally. In this context, sports technology presents promising applications. With technological advancements, traditional #Fitness programs may no longer completely address the specific needs of older adults. The #Exergame-based training mat—an interactive exercise technology—integrates #Gamification with diverse training designs, offering a safe and engaging approach to promoting health and well-being in older adults. Objective: To examine the impact of a novel #Exergame-based mat training on community-dwelling older adults, particularly evaluating its effectiveness in enhancing physical activity levels, quality of life, and functional #Fitness. Methods: This parallel experimental study enrolled 30 older adults aged 60 to 80 years from Taipei City. Participants were randomly assigned to either the experimental or control group. The experimental group underwent a 10-week-long #Exergame-based mat training, consisting of two sessions per week (70 min/session), using #Gamified, group-based exercise training. The control group maintained their usual daily activities. Pre- and post-intervention assessments were conducted using the International Physical Activity Questionnaire, the World Health Organization Quality of Life Brief Version (WHOQOL-BREF), the Senior #Fitness Test, and the AFAscan #Fitness assessment to evaluate changes in physical activity levels, quality of life, and functional #Fitness. Results: The experimental group demonstrated significantly increased overall and high-intensity physical activity levels (t(28)=2.18, p = .038). Quality of life significantly enhanced across the physical (p = .013), psychological (p = .015), and social (p = .017) domains of the WHOQOL-BREF. Furthermore, functional #Fitness parameters, including upper limbs muscular strength (t(28)=2.92, p = .007), lower limbs muscular strength (t(28)=2.70, p = .012), core strength (t(28)=5.18, p < .0001), lower limb flexibility (t(28)=2.85, p = .008), dynamic balance (t(28)=2.29, p = .03), static balance (t(28)=3.06, p = .005), agility (t(28)=3.93, p = .001), and #Cardiorespiratory endurance (t(28)=2.13, p = .042), showed significant enhancements with the #Exergame-based mat training program. Conclusions: The #Exergame-based mat training significantly improved functional #Fitness, physical activity levels, and quality of life among older adults. These findings support the implementation of mat-based exercise programs as a practical community health promotion strategy, potentially facilitating the prevention of age-related frailty and enhancing the quality of life and overall well-being among older adults. Clinical Trial: ClinicalTrials.gov NCT06898528; https://clinicaltrials.gov/study/NCT06898528

JMIR Serious Games: A Novel #Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional #Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial

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Effectiveness of a #Gamified #Mobile #App in Enhancing Treatment Adherence for Children With Amblyopia: Explorative Study Background: Amblyopia is the leading cause of visual impairment in children worldwide. The predominant clinical treatment, occlusion therapy, is marred by poor adherence, often attributed to the physical discomfort and social stigma associated with eye patching. Adjunct digital visual trainings have not consistently sustained patient engagement due to their repetitive nature, thereby compromising their efficacy. Objective: This study aimed to evaluate the effectiveness of a #Gamified #Mobile application designed to increase treatment adherence among children with amblyopia by making the therapeutic process more engaging and accessible within home settings. Methods: An exploratory study was conducted, commencing with qualitative interviews and questionnaires to explore the barriers to traditional treatment adherence. This formative research informed the development of a #Gamified #Mobile application, which was shaped by cognitive appraisal theory to address identified emotional and psychological needs, potentially impacting adherence. The subsequent quantitative phase utilized a randomized controlled trial involving 34 amblyopic children aged 7-10, recruited from a local primary school. These participants were randomly assigned to either the intervention group, which used a novel #Gamified #Mobile application developed by our team, or the control group, which utilized another commercially available #Mobile application. Both groups engaged with their respective applications in a home environment. The Morisky Medication Adherence Scale (MMAS-8) was adapted to measure treatment adherence. Results: Over the four-week trial, 34 children aged 7-10 with amblyopia were enrolled and randomized into two groups: intervention (n=18) and control (n=16). Children in both the intervention and control groups engaged daily for 20 minutes at home, using #Mobile applications designed for visual rehabilitation. The intervention group (n=18) achieved a significantly higher mean adherence rate (Mean = 6.56, SD = 1.06) on the Morisky Medication Adherence Scale (MMAS-8) compared to the control group (n=16, Mean = 5.01, SD = 1.22), with a P-value of 0.001. Thematic analysis of the design process revealed that integrating cognitive appraisal theory effectively enhanced emotional engagement and adherence. Conclusions: The integration of cognitive appraisal theory into the design of a #Gamified #Mobile application for amblyopia treatment has shown to significantly improve adherence among children. Clinical Trial: ClinicalTrials.gov NCT06372548

JMIR Serious Games: Effectiveness of a #Gamified #Mobile #App in Enhancing Treatment Adherence for Children With Amblyopia: Explorative Study

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🚀Back building again Working on axend.fit a gamified way of doing fitness.

#buildinpublic #gym #fitness #gamified #rpg

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Use of #Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review Background: The quality and effectiveness of healthcare service delivery are significantly influenced by the engagement and motivation of healthcare workers. Integrating #Gamified digital tools into healthcare workers’ workflows presents a promising approach to enhancing them. However, the impact of such integrations has not been extensively studied. Objective: This scoping review aims to summarize existing evidence on the influence of #Gamified digital tools on the daily tasks of healthcare workers. Methods: Peer review studies and grey literature published between January 2010 and January 2024 in PubMed, EMBASE, International Journal of Serious #Games, Cochrane Library, Google Scholar, OpenAlex, GreyNet, and IEEE Xplore have been reviewed through a SPIDER (Sample, Phenomena of Interest, Design, Evaluation, and Research Type) framework. We considered any kind of study design. Keywords and medical subject headings related to #Gamification and healthcare workers were used. Study characteristics were extracted and summarized using a narrative approach. Results: Out of 5,844 studies, 12 met the inclusion criteria and were included in the analysis. These studies exhibited considerable heterogeneity in the application of #Gamification. Feedback, competition, and dashboard features were the most common #Gamification elements identified. The implementation of these elements led to enhanced engagement, increased motivation, improved task completion, and promoted healthy competition among staff across various healthcare settings. Conclusions: Integrating #Gamified digital tools into healthcare workers’ tasks holds significant potential to enhance engagement and motivation. However, empirical evidence is still lacking, and comparative studies are necessary to gain comprehensive insights into the benefits and limitations of #Gamification in healthcare.

JMIR Serious Games: Use of #Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review

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#AntonPavlovsky, a Ukrainian entrepreneur, founded #Headway Inc, an #EdTech company that creates #gamified #educational apps. Despite the challenges of the war in #Ukraine, Headway has grown significantly, reaching 160M users and generating $160M in revenue.…

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App has been gamifiied, gain xp points for performing activities. If you have no internal sense of motivation, don't worry, the app will get you transforming your life, becoming a success.

Quraapp.com

#newapp #nofap #buildinpublic #qura #gamified

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Game-Based Learning Framework for Post-Merger IT Integration

Game-Based Learning Framework for Post-Merger IT Integration

A new study proposes a game‑based learning framework for post‑merger IT integration, noting AMILI and AMILP have steep learning curves. The team will iteratively design and validate it. Read more: getnews.me/game-based-learning-fram... #postmerger #gamified

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Vision AI-Based #Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study Background: Dementia is a progressive neurodegenerative condition marked by cognitive decline and loss of functional independence. Among cognitive domains, executive dysfunction is a critical early contributor to reduced self-care capacity and increased caregiver burden. While cognitive assistive technologies have focused primarily on memory, few tools address executive function in real-time daily tasks. To fill this gap, we developed a novel #Gamified cognitive prosthesis that integrates artificial intelligence (AI) and computer vision to guide users step-by-step through a simulated egg-cooking task. This system provides real-time audiovisual feedback to support planning, sequencing, and error correction. Objective: This study aimed to evaluate whether the AI-based cognitive prosthesis improves task completion time and executive function performance in individuals with mild dementia. Methods: We conducted a pilot study involving 12 patients with mild dementia and 7 age-matched healthy controls. Participants were asked to complete a six-step #Gamified egg boiling task under two conditions: with and without guidance. The task was evaluated using a custom “Daily Task Completion Test” and a modified Executive Function Performance Test adapted to the cooking activity. Demographic and clinical data (age, sex, education, MMSE, CDR, ADL, IADL, and DSRS) were recorded. The System Usability Scale (SUS) was also collected post-intervention. Results: In the mild dementia group, AI assistance significantly reduced median task completion time from 134.75 seconds (IQR 92.50–134.75) to 92.00 seconds (65.00–92.00, P = .03), and significantly improved the EFPT scores from 4.25 (1.75–4.25) to 1.00 (0.00–1.00, P = .005), reflecting a 31.7% improvement in efficiency and a 76.5% reduction in required assistance. No significant changes were observed in the control group. The mean SUS score was 80.53 ± 24.97, indicating high usability. The AI system achieved a cumulative recognition precision of 0.93 ± 0.07 and cumulative recall of 0.94 ± 0.11. Conclusions: This pilot study provides preliminary evidence that an AI-based cognitive prosthesis can enhance executive function and task performance in individuals with mild dementia. The results support the feasibility of using real-time AI guidance in everyday tasks to promote independence. Given its modular design and promising usability profile, this system may serve as the foundation for future digital therapeutics targeting executive dysfunction. Larger, longitudinal studies are warranted to evaluate sustained cognitive and functional benefits.

JMIR Serious Games: Vision AI-Based #Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study

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Gamified Ads: Iklan Interaktif yang Menghibur Konsumen #Iklans - #Gamified Ads: #Iklan Interaktif yang Menghibur Konsumen - Di tengah banjirnya informasi #digital, konsumen semakin selektif dalam memperhatikan sebuah iklan. #Banner statis, #video promosi singkat, atau #pop-up yang tiba-tiba muncul sering kali dianggap mengganggu dan segera dilewati. Fenomena ini memunculkan kebutuhan baru bagi para pemasar: bagaimana menciptakan iklan yang bukan hanya dilihat, tetapi juga benar-benar dinikmati konsumen?

Gamified Ads: Iklan Interaktif yang Menghibur Konsumen

#Iklans - #Gamified Ads: #Iklan Interaktif yang Menghibur Konsumen - Di tengah banjirnya informasi #digital, konsumen semakin selektif dalam memperhatikan sebuah iklan. #Banner statis, #video promosi singkat, atau #pop-up yang tiba-tiba muncul…

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Gamified Ads: Iklan Interaktif yang Menghibur Konsumen #Iklans - #Gamified Ads: #Iklan Interaktif yang Menghibur Konsumen - Di tengah banjirnya informasi #digital, konsumen semakin selektif dalam memperhatikan sebuah iklan. #Banner statis, #video promosi singkat, atau #pop-up yang tiba-tiba muncul sering kali dianggap mengganggu dan segera dilewati. Fenomena ini memunculkan kebutuhan baru bagi para pemasar: bagaimana menciptakan iklan yang bukan hanya dilihat, tetapi juga benar-benar dinikmati konsumen?

Gamified Ads: Iklan Interaktif yang Menghibur Konsumen

#Iklans - #Gamified Ads: #Iklan Interaktif yang Menghibur Konsumen - Di tengah banjirnya informasi #digital, konsumen semakin selektif dalam memperhatikan sebuah iklan. #Banner statis, #video promosi singkat, atau #pop-up yang tiba-tiba muncul…

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Happy Tuesday! Today my K student got finish their building stations! Then my 2nd grader worked on their #avatar for our #gamified lessons for the year! Then 1st grade did their #engineering centers! Then we had our first #Equity meeting! #STEM #teacher

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Happy Monday! Today 1st grade student worked on their #Engineering centers! They got do a lot of fun things! Then 2nd grade got to do #DigitalCitizenship lesson but it’s #gamified! Then my K students finished up their building centers! It was a great day! #STEM #teacher

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Happy Wednesday! Today my 1st graders did their first design challenge in #engineering! Then 2nd grade made their #avatars for the beginning of our #gamified #STEM classes! Then K did different building centers! It’s been a great day! #STEM #teacher

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We earned the 'Critic's Quill' award for reviewing 50 films on ReelRank; so no one can say the cats & I 'aren't real film critics' anymore. It says so right here.

We earned the 'Critic's Quill' award for reviewing 50 films on ReelRank; so no one can say the cats & I 'aren't real film critics' anymore. It says so right here.

The cats & I (I did most of the work, if I'm honest; Bowie barely helped, and the rest were disinterested, natch) also earned the 'Curation Assistant' badge for adding 30 movies into the ReelRank database, a user-generated content-strategy that saves the developer the trouble of doing this manually, or trusting it to an imprecise and likely-ugly automated process.

It's virtuous marketing, because I LOVE this gamified, badges shit, lol. I'm such a sucker for it. And ReelRank gets a little stronger and better every time someone contributes to the platform.

YOU should check it out and maybe join it. If you do, definitely go follow #KCookandCatsCo!

The cats & I (I did most of the work, if I'm honest; Bowie barely helped, and the rest were disinterested, natch) also earned the 'Curation Assistant' badge for adding 30 movies into the ReelRank database, a user-generated content-strategy that saves the developer the trouble of doing this manually, or trusting it to an imprecise and likely-ugly automated process. It's virtuous marketing, because I LOVE this gamified, badges shit, lol. I'm such a sucker for it. And ReelRank gets a little stronger and better every time someone contributes to the platform. YOU should check it out and maybe join it. If you do, definitely go follow #KCookandCatsCo!

Look at that profile with all its badges. What a stud 😤

Look at that profile with all its badges. What a stud 😤

So, our friend @reelrank.bsky.social *lightly* #gamified #ReelRank, and I've just been going to town uploading and btw nfn #writing ALL-NEW CONTENT every time, for every review 😤

#KCookandCatsCo believes in ReelRank.net, & you should follow us on there! 🤓🐈‍⬛🐈🐈‍⬛🐈

reelrank.net/user/KCookan...

#FilmSky

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Digital Catalysts for Noncommunicable Disease Prevention Serious #Games and #Gamified Applications: Framework Design Study Background: Unhealthy behaviors can cause so-called noncommunicable diseases (NCDs), which are on the rise. Notable examples include chronic respiratory diseases, diabetes, #Cardiovascular diseases, and various types of cancer. They are responsible for approximately 41 million deaths annually, which accounts for a staggering 74% of all global deaths. Major risk factors include physical inactivity, the use of tobacco, unhealthy diets, the harmful use of alcohol, and poor mental health, which can be classified as modifiable behavioral risk factors. Other factors include metabolic and environmental risk factors, such as air pollution. Many individuals struggle to make informed decisions about their health, which contributes to the risk factors mentioned earlier and, ultimately, can lead to the development of one or more NCD. Objective: This research presents design and standardization considerations to enable the exchange of medical and #Game data to maximize their impact and usefulness. Serious #Games and #Gamified applications that strategically use behavior change techniques and educational content can help users change their behavior on a lasting basis, thereby reducing the aforementioned NCD risk factors. Still, each of them is currently independently designed and cannot interact with other applications. Methods: We previously developed serious #Games and #Gamified applications to prevent NCDs. These served as the foundation of an interoperable framework for NCD prevention #Games and applications. On the basis of a comprehensive analysis, 6 key areas were identified, ultimately leading to a framework definition that was then evaluated against the already-developed #Games and applications. Results: This paper presented a novel interoperable framework to support the design and development of serious #Games and #Gamified applications that enable individuals to achieve sustainable behavior change and improve their overall health and well-being by defining 6 key areas, emphasizing interoperability, and exchanging meaningful medical and #Game data. Conclusions: The framework presented in this study covers the major design and implementation aspects of NCD prevention #Games and applications in 6 key areas. Therefore, researchers should consider these guidelines when creating novel serious #Games and applications in those areas. The framework also intensively encourages the use of standards in the domain of medical informatics to ensure the semantic interoperability of patients’ data produced. Thus, it promotes the exchange of meaningful data to improve patient care and anonymous data use for research.

JMIR Serious Games: Digital Catalysts for Noncommunicable Disease Prevention Serious #Games and #Gamified Applications: Framework Design Study

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A #Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design #Gamified): Randomized Controlled Trial Background: The traditional self-report instruments (eg, scales) used to measure antisocial personality traits are characterized by social desirability bias and fail to capture multidimensional behaviors (eg, manipulation and deception). Objective: This study aimed to develop and validate an evidence-based design for a #Gamified assessment tool (Antisocial Personality Traits Evidence-Centered Design #Gamified assessment tool; ASP-ECD-G) to measure 7 antisocial personality traits (manipulative, callous, deceptive, hostile, risk taking, impulsive, and irresponsible) as defined in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5). Methods: This research featured a 3-phase evidence-centered design framework. Ontology development (study 1): semistructured interviews were conducted with 9 workplace professionals to translate the DSM-5 criteria into 24 observable workplace behaviors, which were integrated into a text-based #Game featuring 10 subscenarios, 34 interactive questions, and logic rooted in logical jumps to simulate real-world decision-making. Model construction (study 2): 6 machine learning models were trained by reference to a set of Personality Inventory for DSM-5 Short Form scores (n=286). The gated recurrent unit model, which uses 1-hot encoding to address nominal response data, was evaluated in terms of the root mean square error (RMSE), mean absolute error, criterion correlation (r), and test-retest reliability. Retest reliability was assessed using intraclass correlation coefficients based on 10 participants (1-month interval). Empirical validation (study 3): a 2×2 mixed design (n=148) was used to compare the #Gamified assessment with questionnaires under conditions involving incentives (ie, situations in which “rational results” led to increased payments). Results: For model performance, the gated recurrent unit outperformed the alternatives, as indicated by the highest criterion correlation (r=0.850) and the lowest test RMSE (0.273); in particular, it excelled in moderate score ranges (1.5-3, RMSE≤0.377) and in resisting extreme value distortions (3.5-4, RMSE 0.854). Retest reliability was moderate to strong (intraclass correlation coefficients=0.776, P=.02). For validation findings, the #Gamified assessment was associated with higher levels of immersion (mean 7.628 vs 7.216; F147=14.259, P

JMIR Serious Games: A #Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design #Gamified): Randomized Controlled Trial

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A #Gamified #mHealth #App to Promote Physical Activity and Reduce Sedentary Behavior in Autistic Adults: #Protocol for a Remotely Delivered Pilot Intervention #Study Background: #Research indicates that many autistic adults are insufficiently active and overly sedentary. There is limited evidence on effective strategies to increase physical activity (PA) and reduce sedentary behavior (SB) in this population. #Gamified mobile health (#mHealth) interventions show promise for addressing these challenges by leveraging autistic individuals’ strengths in visuospatial learning and their affinity for #Digital gaming. Despite this potential, it remains unclear how well these interventions translate to real-world settings. This gap is compounded by the lack of community-based participatory approaches in the development of #mHealth intervention for autistic adults. Objective: This #Study aims to (1) formulate #Gamification and behavior change strategies for the PuzzleWalk v2 #App using a community-based participatory approach and (2) evaluate its feasibility and acceptability for increasing PA and reducing SB among autistic adults, including those with mild intellectual disability, in real-world settings. Methods: This #Study, consisting of 2 sequential phases, will be conducted entirely remotely: (1) online community-based design workshops to refine the PuzzleWalk #Gamified #mHealth system with input from key autism stakeholders, including autistic adults and caregivers, and (2) an 8-week field deployment to assess real-world usability and engagement. In Phase I (completed), weekly workshops and usability testing focused on understanding autistic adults’ technology preferences, evaluating PuzzleWalk v1 and v2 prototypes, and incorporating stakeholder feedback into iterative #App development (n=9). Phase II (in progress) will involve a single-arm clinical trial where approximately 70 participants will use the #App alongside #Research-grade activity-tracking accelerometers to measure PA and SB. Outcome measures, including sedentary time, step counts, PA intensities, and #App engagement (eg, time spent using the #App), will be collected across 4 specific time points (ie, baseline and weeks 3, 5, and 8). Repeated measures ANCOVA will be performed to examine changes in participants’ objective levels of PA and sedentary time before, during, and after the intervention. Results: Phase I of the #Study, involving community-based participatory design workshops and usability testing, was completed in November 2024. Key autism stakeholders recognized the #Gamified PuzzleWalk #App as a viable tool for enhancing motivation toward PA and SB changes among autistic adults. Data collection for Phase II, the field deployment, is currently underway and is expected to end in August 2025. As of July 2025, we had enrolled 69 participants in the #Study. The findings of these studies will be shared in a subsequent peer-reviewed publication. Conclusions: Results of the ongoing field deployment #Study (Phase II) will further clarify the #App’s effectiveness and real-world applicability. Trial Registration: ClinicalTrials.gov NCT06566131; https://clinicaltrials.gov/#Study/NCT06566131

JMIR Res Protocols: A #Gamified #mHealth #App to Promote Physical Activity and Reduce Sedentary Behavior in Autistic Adults: #Protocol for a Remotely Delivered Pilot Intervention #Study

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Effectiveness of #Gamified #Teaching in Disaster #Nursing #Education for Health Care Workers: Systematic Review www.jmir.org/2025/1/e7495... #GameBasedLearning

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