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Anticipation and Motivation as Predictors of Leisure and Social Enjoyment and Engagement in Young People With Depression Symptoms: Ecological Momentary Assessment Study

Anticipation and Motivation as Predictors of Leisure and Social Enjoyment and Engagement in Young People With Depression Symptoms: Ecological Momentary Assessment Study

Similar to an EMA study in schizophrenia [54] at each assessment (beep), participants rated their mood (negative affect and positive affect) and then selected their current activity from categories and rated their enjoyment. They then selected current company from a selection of categories and rated their enjoyment.

Angad Sahni, Ciara McCabe

JMIR Ment Health 2025;12:e74427

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Physical Activity Enjoyment Scale: This scale is a validated and reliable tool used to assess the level of enjoyment individuals experience during a physical activity. The studies reviewed utilized a modified 5-item version of the scale, with responses recorded on a Likert scale ranging from 1 to 7 [31]. Intrinsic Motivation Inventory: This is a multidimensional scale designed to assess intrinsic motivation, with various subscales, including interest or enjoyment [32].

Javier Bravo-Aparicio, Iria Trillo-Charlín, Juan Avendaño-Coy, Hector Beltran-Alacreu

JMIR Aging 2025;8:e72559

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Participants completed the child-modified Physical Activity Enjoyment Scale (PACES), which uses a 16-question bipolar scaling method [30]. Each statement includes a 5-point Likert scale ranging from “disagree a lot”=1 to “agree a lot”=5. Questions assessed enjoyment during physical activity (score is average of 16 items) with each statement beginning with the stem “When I am physically active...” For this study, we modified the stem statement to “When I am playing Gorilla Tag/Beat Saber...”

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

JMIR Serious Games 2025;13:e66593

Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study

Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study

In terms of psychological effects, research shows that both standing and seated gameplay generally have the same level of enjoyment [41,64,65,71,72]. However, in 3 of these previous studies [64,65,72], no statistical analysis comparing sitting and standing positions was performed, and in 2 of the studies, different movements were used in the sitting and standing conditions [65,71]. Thus, the generalizability of the results regarding the effect of standing versus sitting positions on enjoyment is limited.

Aseel Berglund, Helena Orädd

JMIR Serious Games 2024;12:e55905

Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study

Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study

Subsequently, the participants assessed their satisfaction with PA in VR using the long version of the Physical Activity Enjoyment Scale (PACES), consisting of 18 items [24], which were answered after each test on a 7-point Likert scale. The average calculated from all responses was used for analysis. Screenshot showing a view of the Box VR game environment from the user’s perspective. Specifications of the elastic bands (Thera-Band) used during testing.

Jacek Polechoński, Alan Przepiórzyński, Piotr Polechoński, Rajmund Tomik

JMIR Serious Games 2024;12:e58411

The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

Given that AVGs can foster feelings of autonomy, competency, and relatedness, these games may fulfill basic psychological needs and augment the enjoyment derived from participation in physical activity [23,24]. Furthermore, AVGs have been shown to be an enjoyable opportunity to increase weekly physical activity minutes [19]. Additionally, enjoyment exhibits a stronger influence on positive exercise behavior compared to health or fitness motives [25].

Christen J Mendonca, Laurie A Malone, Sangeetha Mohanraj, Mohanraj Thirumalai

JMIR Rehabil Assist Technol 2023;10:e41993

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments

Therefore, we hypothesized that, if the rules of gamified projects are performed with visual cues (eg, in figurative or other sensory ways), consumers tend to perceive higher enjoyment. On the contrary, however, when the rules are presented in plain and monotonous literal words, consumers perceive less or even no enjoyment from gamified CRM programs. We thus predicted that (H3) visual cues in rules presentation moderate the relationship between gamification and enjoyment.

Yanhe Li, Yanchen Li, Xiu Zhou, Kunshu Ma

JMIR Serious Games 2023;11:e35756

Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study

Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study

Hence, game enjoyment, which triggers gameplay and increases the feasibility of maintaining playing [5,6], is key to the success of serious gaming interventions [7]. Thus, when evaluating serious games, it is of high relevance to assess not only the educational efficacy of interest but also the related aspects of game enjoyment and feasibility [2]. This study will address the enjoyment and feasibility of a newly designed serious story-listening game suitable for children aged 5 years.

Femke Vanden Bempt, Maria Economou, Ward Dehairs, Maaike Vandermosten, Jan Wouters, Pol Ghesquière, Jolijn Vanderauwera

JMIR Serious Games 2022;10(1):e34698

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study

The aim of the study was to examine energy expenditure via metabolic equivalents (METs) and enjoyment, as measured by the physical activity enjoyment scale (PACES), in individuals with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, or unable to use lower extremity for gameplay), during AVG play using an OTS and adapted versions of a gaming mat.

Laurie A Malone, Ganisher K Davlyatov, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai

JMIR Serious Games 2021;9(3):e30672

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

While some studies have stated that enjoyment could be perceived as an outcome opposite to learning in serious games [40,41], other studies noted that enjoyment and user experience satisfaction could positively impact players’ motivation to learn and the learning outcomes.

Ismael Edrein Espinosa-Curiel, Edgar Efrén Pozas-Bogarin, Juan Martínez-Miranda, Humberto Pérez-Espinosa

JMIR Serious Games 2020;8(3):e21813