JMIR Serious Games

Title Publication Date Language Citations
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers2013/12/12English256
Just a Fad? Gamification in Health and Fitness Apps2014/08/04English215
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy2016/07/15English205
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review2021/07/08English143
Virtual Reality Clinical Research: Promises and Challenges2018/10/17English94
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research2018/07/06English84
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study2013/08/06English83
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial2014/11/12English80
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review2018/11/07English73
How to Systematically Assess Serious Games Applied to Health Care2014/11/11English65
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness2018/01/16English63
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study2021/05/07English60
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights2019/05/02English59
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study2016/05/27English58
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review2020/03/05English56
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review2020/06/30English54
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men2016/05/13English52
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis2020/08/10English49
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis2022/05/10English46
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games2021/06/16English46
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance2020/07/24English46
Who Is Still Playing Pokémon Go? A Web-Based Survey2017/04/05English46
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial2018/05/10English44
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation2015/03/10English43
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 Trial2019/02/13English43
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design2017/01/11English41
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game2016/12/06English40
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study2016/10/24English38
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games2017/04/18English38
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students2019/03/05English38