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) (Source: Clarivate Journal Citation Reports™, 2024) and 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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Game Development

Background: Incentive salience processes are important for the development and maintenance of addiction. Eye-characteristics such as gaze fixation time, pupil diameter, and spontaneous blink rate (EBR) are theoretically associated with incentive salience and may serve as useful biomarkers. Yet, traditional cue-exposure paradigms used to elicit incentive salience are often constrained, potentially hindering our ability to accurately assess these markers.

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Exergames, Active Games and Gamification of Physical Activity

Exercise offers significant health benefits but can induce oxidative stress and inflammation, especially in high-intensity formats like high-intensity interval exercise (hereafter "HIIE" for brevity). Exergaming has become an effective, enjoyable fitness tool for all ages, particularly seniors. Enzyme supplements may enhance exercise performance by improving lactate metabolism and reducing oxidative stress.

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Games for Medical Education and Training

Pressure ulcers (PUs) are a common and serious complication in patients who are immobile in health care settings. Nurses play a fundamental role in the prevention of PUs; however, novice nurses lack experience in clinical situations. Virtual reality (VR) is highly conducive to clinical- and procedure-focused training because it facilitates simulations.

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Exergames, Active Games and Gamification of Physical Activity

The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity has yet to be thoroughly quantified through gold standard energy expenditure measures.

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Game Development

Traditional serious game design methods often overlook stakeholder needs. This study integrates stakeholder theory and enterprise architecture (EA), along with the Architecture Development Method, to propose a novel framework for serious game design. Crafted to aid practitioners, researchers, and specialists in leveraging resources more effectively, the framework is validated through a design science research methodology. Expert reviews have further refined its features, making it a robust tool for enhancing serious game design and implementation.

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Serious Games for Health and Medicine

Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address the long-term effects of COVID-19 lies in the development and implementation of flexible and accessible rehabilitation programs. Virtual reality (VR) technologies offer the potential to support traditional therapies with individualized at-home programs.

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Exergames, Active Games and Gamification of Physical Activity

Currently, the fusion of technology and sport is inseparable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only the rules but also physiological, biomechanical, and even psychological aspects.

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Serious Games for Education

In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for innovative teaching methods has surged. Nurse training, with its focus on hands-on practice and self-directed learning, encountered significant hurdles with conventional approaches. Augmented reality (AR) offers a potential solution to addressing this issue.

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Formative Evaluation and Development of Games

Adolescent mental health is of utmost importance. E-mental health interventions, in particular serious games, are appealing to adolescents and can have beneficial effects on their mental health. A serious game aimed at impacting cognitive vulnerability, i.e. beliefs or attitudes which can predispose an individual to mental health problems, can contribute to the prevention of these problems in adolescents.

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Serious Games for Health and Medicine

Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and address, specific issues, may present a timely approach to promote healthy diabetes management behaviors among children with type 1 diabetes mellitus (T1DM). The lasting benefits associated with these serious games encompass improved patient education; enhanced glycemic control; the reinforcement of bonds within the community of people with diabetes; the facilitation of meaningful dialogues with caregivers, especially within the familial setting; and a significant reduction in the economic burdens associated with subsequent complications.

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Games for Rehabilitation

Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a solution to this challenge; however, there is a lack of reporting on the views of people with MS and clinicians on VR-based approaches and recommendations for games for rehabilitation.

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