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Games for Health Journal
Title
Publication Date
Language
Citations
“Pokémon Go!” May Promote Walking, Discourage Sedentary Behavior in College Students
2017/06/01
English
51
Circumplex Model of Affect: A Measure of Pleasure and Arousal During Virtual Reality Distraction Analgesia
2016/06/01
English
51
Using Virtual Reality and Videogames for Traumatic Brain Injury Rehabilitation: A Structured Literature Review
2014/08/01
English
50
Serious Games for Psychotherapy: A Systematic Review
2017/06/01
English
50
Exploring Elements of Fun to Motivate Youth to Do Cognitive Bias Modification
2015/12/01
English
48
Assessment of a Mobile Game (“MobileKids Monster Manor”) to Promote Physical Activity Among Children
2015/04/01
English
48
“Braingame Brian”: Toward an Executive Function Training Program with Game Elements for Children with ADHD and Cognitive Control Problems
2013/02/01
English
47
A State-of-the-Art Systematic Content Analysis of Games for Health
2018/02/01
English
46
Developing Games for Health Behavior Change: Getting Started
2013/08/01
English
46
Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation
2013/04/01
English
45
The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke: A Randomized Controlled Trial
2017/10/01
English
45
Usability and Effects of an Exergame-Based Balance Training Program
2014/04/01
English
44
Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research
2015/02/01
English
44
Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology
2019/02/01
English
44
Effects of Exergaming on Physical and Cognitive Functions in Individuals with Autism Spectrum Disorder: A Systematic Review
2019/04/01
English
43
Emerging Utility of Virtual Reality as a Multidisciplinary Tool in Clinical Medicine
2017/10/01
English
42
Serious Games for Children with Chronic Diseases: A Systematic Review
2018/10/01
English
42
Xbox 360 Kinect Cognitive Games Improve Slowness, Complexity of EEG, and Cognitive Functions in Subjects with Mild Cognitive Impairment: A Randomized Control Trial
2019/04/01
English
41
Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials
2012/10/01
English
40
Cyber Buddy Is Better than No Buddy: A Test of the Köhler Motivation Effect in Exergames
2014/04/01
English
40
“Creature-101”: A Serious Game to Promote Energy Balance-Related Behaviors Among Middle School Adolescents
2013/10/01
English
39
Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review
2012/04/01
English
39
Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications
2015/06/01
English
38
Evaluating Efficacy and Validating Games for Health
2012/02/01
English
37
The Effects of Physical Activity and Exergaming on Motor Skills and Executive Functions in Children with Autism Spectrum Disorder
2021/02/01
English
37
Promoting Children's Health with Digital Games: A Review of Reviews
2014/06/01
English
37
Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review
2014/06/01
English
37
Board Games for Health: A Systematic Literature Review and Meta-Analysis
2019/04/01
English
37
Xbox 360 Kinect Exergames for Health
2012/10/01
English
36
A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults
2015/12/01
English
35
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