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JMIR Serious Games
Title
Publication Date
Language
Citations
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
2013/12/12
English
256
Just a Fad? Gamification in Health and Fitness Apps
2014/08/04
English
215
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
2016/07/15
English
205
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
2021/07/08
English
143
Virtual Reality Clinical Research: Promises and Challenges
2018/10/17
English
94
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
2018/07/06
English
84
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
2013/08/06
English
83
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
2014/11/12
English
80
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
2018/11/07
English
73
How to Systematically Assess Serious Games Applied to Health Care
2014/11/11
English
65
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
2018/01/16
English
63
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study
2021/05/07
English
60
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
2019/05/02
English
59
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
2016/05/27
English
58
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
2020/03/05
English
56
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review
2020/06/30
English
54
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
2016/05/13
English
52
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
2020/08/10
English
49
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis
2022/05/10
English
46
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games
2021/06/16
English
46
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
2020/07/24
English
46
Who Is Still Playing Pokémon Go? A Web-Based Survey
2017/04/05
English
46
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial
2018/05/10
English
44
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
2015/03/10
English
43
Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial
2019/02/13
English
43
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design
2017/01/11
English
41
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game
2016/12/06
English
40
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
2016/10/24
English
38
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
2017/04/18
English
38
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students
2019/03/05
English
38
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