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Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study

Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study

On that matter, Koivisto and Malik [60] present the importance of developing features that target a specific population and note that very few gamification studies focus on needs specific to older adults. The elements that focused on motivation generally related to providing exercise variants based on the identified theme of leveraging the multisensorial affordances of VR for more fun and engaging experiences.

Mark Hewko, Vincent Gagnon Shaigetz, Michael S Smith, Elicia Kohlenberg, Pooria Ahmadi, Maria Elena Hernandez Hernandez, Catherine Proulx, Anne Cabral, Melanie Segado, Trisha Chakrabarty, Nusrat Choudhury

JMIR Serious Games 2025;13:e59514