JMIR Serious Games

A multidisciplinary journal on gaming and gamification including simulation and immersive virtual reality for health education/promotion, teaching, medicine, rehabilitation, and social change.

Editor-in-Chief:

Gunther Eysenbach, MD, MPH, FACMI, Founding Editor and Publisher; Adjunct Professor, School of Health Information Science, University of Victoria, Canada


Impact Factor 3.8 CiteScore 7.3

JMIR Serious Games (JSG, ISSN 2291-9279; Impact Factor 3.8) is a multidisciplinary journal devoted to computer, web, virtual reality, mobile applications, and other emerging technologies that incorporate elements of gaming, gamification or novel hardware platforms such as virtual reality devices or wearables. The journal focuses on the use of this technology to solve serious problems such as health behavior change, physical exercise promotion (exergaming), medical rehabilitation, diagnosis and treatment of psychological/psychiatric disorders, medical education, health promotion, teaching and education (game-based learning), and social change. JSG also invites commentary and research in the fields of video game violence and video game addiction.

While JMIR Serious Games maintains a strong focus on health, the journal also aims to highlight research exploring serious games in health-adjacent and other interdisciplinary contexts, including but not limited to military, education, industry, and workplace applications.

In 2024, JMIR Serious Games received a Journal Impact Factor™ of 3.8 (5-Year Journal Impact Factor™: 3.9, ranked Q1 #24/174 journals in the category Health Care Sciences & Services) (Clarivate Journal Citation Reports™, 2024). It also received a Scopus CiteScore of 7.3, placing it in the 96th percentile (#6/161) as a Q1 journal in the field of Rehabilitation and in the 92nd percentile (#18/247) as a Q1 journal in the field of Physical Therapy, Sports Therapy and Rehabilitation. The journal is indexed in PubMed, PubMed Central, DOAJ, Scopus, SCIE (Clarivate), and PsycINFO.

Recent Articles

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User Needs Assessment for Games

Physical activity supports the health and well-being of individuals with physical disabilities. Despite the significance of engaging in physical activity, barriers faced by individuals with disabilities, such as limited access to adapted facilities and lack of transportation, can restrict their participation. Community organizations play a role in addressing these challenges, but virtual reality (VR) also offers a way to diversify adapted activities. In some situations, VR can help overcome the resource limitations of organizations by providing accessible, engaging, and highly personalized options for physical activity.

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Serious Games for Health and Medicine

Amblyopia is a common cause of visual impairment in children. The compliance with traditional treatments of amblyopia is challenging due to negative psychosocial impacts. Recent shifts in amblyopia treatment have moved from suppressing the dominant eye to enhancing binocular visual function. Binocular digital therapy has become a promising approach.

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Serious Games for Education

Ultrasound education is transitioning from in-person training to remote methods using mixed reality (MR) and 5G networks. Previous studies are mainly experimental, lacking randomized controlled trials in direct training scenarios.

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Serious Games for Health and Medicine

Attentional bias to pain-related information has been implicated in pain chronicity. To date, research investigating attentional bias modification training (ABMT) procedures in people with chronic pain has found variable success, perhaps because training paradigms are typically repetitive and monotonous, which could negatively affect engagement and adherence. Increasing engagement through the gamification (ie, the use of game elements) of ABMT may provide the opportunity to overcome some of these barriers. However, ABMT studies applied to the chronic pain field have not yet incorporated gamification elements.

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Game Addiction and Other Unintended Consequences

Children and adolescents are often at the crossroads of leisure gaming and excessive gaming. It is essential to identify the modifiable psychosocial factors influencing gaming disorder development. The lay theories of self-control (i.e., the beliefs about whether self-control can be improved, also called self-control mindsets) may interplay with self-control and gaming disorder and serve as a promising influential factor for gaming disorder.

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Reviews

Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and promote adherence to sexual health treatments, such as antiretroviral therapy. The ubiquity of mobile devices enhances access to such tools, increasing the effectiveness of video games as agents of change.

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Reviews

The gaming and gambling overlap have intensified with new evidence emerging. However, the relationship between gaming and gambling in the digital space is still inconclusive, especially in developing Asian countries.

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Exergames, Active Games and Gamification of Physical Activity

Complications due to dysphagia are increasingly prevalent among the elderly; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is currently unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.

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Serious Games for Health and Medicine

Difficulties in emotional regulation are often observed in children and adolescents with attention-deficit/hyperactivity disorder (ADHD). Innovative complementary treatments, such as video games and virtual reality, have become increasingly appealing to patients. The Secret Trail of Moon (MOON) is a serious video game developed by a multidisciplinary team featuring cognitive training exercises. In this second randomized clinical trial, we evaluated the impact of a 20-session treatment with MOON on emotional regulation, as measured by the Strengths and Difficulties Questionnaire.

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Exergames, Active Games and Gamification of Physical Activity

This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional high-intensity circuit training (HICT) in improving exercise motivation, engagement, and physiological responses among thirty healthy medical students.

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Serious Games for Health and Medicine

Reminiscence therapy through music is a psychosocial intervention with benefits for elderly patients with neurocognitive disorders. Therapies using virtual or augmented reality are efficient to ecologically assess, and eventually train, episodic memory in the elderly population. We designed a semi-immersive musical game called “A life in songs” which invites patients to immerse themselves in a past era through visuals and songs from that time period. The game aspires to become a playful, easy-to-use and complete tool for the assessment, rehabilitation and prevention of neurocognitive decline associated with aging.

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Usability of Games and Gamification

With substantial resources allocated to develop virtual reality (VR)–based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.

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Preprints Open for Peer-Review

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