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Skip search results from other journals and go to results- 2 Journal of Medical Internet Research
- 1 JMIR Aging
- 1 JMIR Serious Games
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In addition, it is where the young individuals relate to older adults to discuss or share their life stories or day-to-day experiences to alleviate boredom, an attribute of SI [6].
JMIR Aging 2024;7:e47908
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A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
In turn, it remains unclear after how long participants feel boredom and how the quality of data will alter in these circumstances [19,25]. Moreover, a short duration can cause errors due to participants' unfamiliarity with the gamified task. In this regard, using short tutorials and warm-up sessions before actual evaluation sessions has been recommended [65,76].
Once the gamified cognitive task's efficacy has been demonstrated in the previous step, the task is finally disseminated to its target audience.
JMIR Serious Games 2021;9(2):e21900
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Some of the stressors experienced by older adults as a result of the COVID-19 pandemic are related to being confined to home, concern for the health and safety of family and friends, and boredom [4]. The latter has also been reported as an impact of quarantine restrictions [5]. Homebound older adults, who are unable to leave the house due to illness or other impairments, may be at higher risk of feeling lonely during the pandemic [6] and at other times [7,8].
J Med Internet Res 2021;23(1):e25848
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Evidence from the video game literature has found that game enjoyment does not relate strongly to game usage, and that game usage can be driven by many other factors, including boredom, loneliness, and need for escapism [80,81]. This highlights the need for future studies of engagement, which collect both subjective and objective measures.
Our two pilot objective measures of engagement, reaction time variation (coefficients of variation) and loss-of-focus events, were difficult to interpret.
J Med Internet Res 2017;19(11):e395
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