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Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

94115 57 342
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games

JMIR Serious Games 2021;9(2):e26575

93612 181 121
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

55726 84 380
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

36697 29 393
Perceptions of Cognitive Training Games and Assessment Technologies for Dementia: Acceptability Study With Patient and Public Involvement Workshops

JMIR Serious Games 2022;10(2):e32489

26759 8 5
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

20624 24 45
Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process

JMIR Serious Games 2019;7(4):e13695

19666 15 14
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

19333 82 98
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

17660 19 148
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study

JMIR Serious Games 2021;9(2):e26808

16072 5 95
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

JMIR Serious Games 2018;6(1):e3

15278 30 49
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

15037 8 67
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14380 4 142
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

14242 31 179
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

13611 43 68
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

13421 27 114
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

13210 7 154
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

12576 23 10
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12544 156 396
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss

JMIR Serious Games 2014;2(1):e2

12090 38 26
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study

JMIR Serious Games 2020;8(4):e25226

11678 6 33
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial

JMIR Serious Games 2018;6(2):e9

11612 32 78
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

11411 17 116
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

11207 16 47
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

11067 14 68

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