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 4.1 CiteScore 8.6

JMIR Serious Games (JSG, ISSN 2291-9279; Impact Factor 4.1) 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.

The journal is indexed in PubMedPubMed CentralDOAJScopusSCIE (Clarivate), and PsycINFO.

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.

JMIR Serious Games received a Journal Impact Factor of 4.1 (ranked Q1 #26/185 journals in the category Health Care Sciences & Services; Q1 Public, Environmental & Occupational Health #50/419, Journal Citation Reports 2025 from Clarivate).

JMIR Serious Games received a Scopus CiteScore of 8.6 (2024), placing it in the 97th percentile (#4 of 165) as a Q1 journal in the field of Rehabilitation.

Recent Articles

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Game Development

Exergames have emerged as effective interventions for promoting physical activity and preventing type 2 diabetes (T2D). Kinect-based exergames have demonstrated improvements in exercise adherence and health outcomes, but their high cost and reliance on specialized hardware hinder widespread home-based adoption. Recent advances in computer vision now enable monocular-camera-based systems, offering a potentially cost-effective and scalable alternative for promoting physical activity at home.

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Usability of Games and Gamification

Immersive virtual reality-assisted therapy (VRT) is a relational therapy for distressing voices in psychosis. Like AVATAR therapy (AT), VRT centres on therapist-facilitated dialogues with a digital avatar representing a voice. Unlike AT, VRT employs immersive virtual reality (VR). While participant experiences of AT have been explored, therapist perspectives remain unexamined, and for VRT, neither participant nor therapist experiences have been studied. Understanding these perspectives is essential to inform optimization of therapy, future research, and implementation.

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Game Addiction and Other Unintended Consequences

Background: Internet gaming disorder (IGD) causes neurocognitive deficits and brain dysfunction. Traditional interventions require specialists and incur high costs, while progressive aerobic training (PAT) seems more practical. But its effect on IGD and the underlying neural mechanism remains unclear.

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Games for Medical Education and Training

Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infection among residents, visitors, and staff. Providing continuous professional training to the staff is essential. Current infection control training mostly rests on short educational talks or one-to-one reminders in the RCHs. A blended mode of online interactive games and face-to-face consultations was now proposed as a new way to conduct infection control training in the RCHs.

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Games for Rehabilitation

Hand motor dysfunctions significantly reduce the performance of stroke survivors. This affects their motor task abilities to perform effectively. Patients receive slow intervention due to interventional limitations in stroke rehabilitation, which pose challenges for sustaining enduring improvements. The immersive virtual reality (VR) games in this study utilized an innovative approach to cognitive engagement within visual training feedback to attain long-lasting improvements.

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Serious Games for Health and Medicine

Eswatini has one of the highest HIV prevalence rates worldwide (24.8% among people aged ≥15 years), with unprotected heterosexual transmission accounting for more than 90% of new HIV infections in the country. Low HIV risk perception is known to influence risk behavior. Mobile phone technology is growing rapidly, offering opportunities for technology-driven interventions to improve HIV risk perception and prevention.

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Games for Cognitive Assessment

Timely detection and intervention of visual deficits during early childhood are essential to prevent lifelong impairments. However, reliable assessment of visual function in young children remains a persistent challenge. Conventional pediatric vision tests depend on subjective feedback and sustained cooperation, limiting their accuracy and scalability in real-world settings. Contrast sensitivity function (CSF) is a sensitive and fundamental index of visual performance, yet existing pediatric CSF assessments lack objectivity and adaptability. To bridge this methodological gap, we developed a novel eye-tracking–based gamified CSF (ETGCSF) tool that integrates gaze-based detection with interactive gameplay to objectively quantify CSF in an engaging and child-centered manner.

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Serious Games for Health and Medicine

Informal caregivers play a crucial role in home care and many lack formal training, potentially compromising patient safety. Immersive virtual reality (VR) offers an innovative approach to training by simulating real-life caregiving scenarios in a risk-free environment. Prior to implementation, the environments and the technique’s feasibility and acceptability must be assessed by the professionals who will use it to train caregivers, establishing a performance benchmark based on experienced health care professionals.

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Exergames, Active Games and Gamification of Physical Activity

Exergame balance training integrates cognitive and motor challenges, potentially enhancing neuroplasticity, postural control, and gait stability in mild cognitive impairment (MCI). However, whether modulating the task difficulty of a balance-based exergame training may influence posture- and gait-related outcomes remains unknown.

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Game Addiction and Other Unintended Consequences

Internet gaming disorder (IGD) is prevalent in the world and is associated with significant negative outcomes. Impoverished rural adolescents face unique risks due to limited supervision and unequal digital resources, with limited longitudinal research. Existing studies show sex differences in its prevalence, but their manifestations and mechanisms in rural populations remain unclear.

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Exergames, Active Games and Gamification of Physical Activity

Individuals with mild intellectual disabilities (ID) often face cognitive and functional challenges, which can lead to low physical activity (PA) and a higher risk of obesity. While virtual reality (VR) exergames show promise for promoting PA in typically developing children, a key barrier for individuals with ID is the lack of a structured teaching methodology. This study argues that a tailored approach is essential to help children with mild ID gain independence in gameplay. By learning specific patterns, they can achieve greater autonomy, which not only facilitates increased PA but also improves motor competence, physical fitness, functional abilities, and overall well-being.

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