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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Serious Games for Health and Medicine

Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility.

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Serious Games for Health and Medicine

Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames enable individualized adjustments. However, there is a need to systematically investigate how well such game metrics capture true cognitive and motor-cognitive performance to provide a more robust basis for personalized training.

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Games for Cognitive Assessment

Attention-Deficit/Hyperactivity Disorder (ADHD) is a prevalent neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity, significantly impacting the psychological, social, and academic well-being of affected children and adolescents. Traditional ADHD diagnostic methods often rely on subjective reports, which can be biased. Recent advancements in serious games offer potential for objective assessment tools.

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Serious Games for Health and Medicine

Attentional bias modification can help address implicit attention from individuals who smoke toward smoking cues, which trigger cravings and lapses that impede smoking cessation. We developed an attentional bias modification mobile game, Fruit Squish, to support individuals who smoke in quitting as part of a multi-component smoking cessation mobile application, Quit Journey. Users advance in the game by tapping on neutral (i.e., fruit) rather than smoking-related (e.g., cigarette pack) imagery that they are presented with, essentially training them to avoid focusing on smoking cues.

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Reviews

Virtual reality (VR) technology has emerged as a promising tool for cognitive rehabilitation in neuropsychiatric patients. These patients often suffer from significant cognitive impairments, which are associated with decreased quality of life and increased disease burden. Traditional treatments have limited in improving cognitive functions, making VR-based interventions an area of growing interest.

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Games for Medical Education and Training

Virtual Reality (VR) is increasingly used in medical education, providing immersive environments for training in high-risk procedures such as pericardiocentesis. This life-saving procedure requires technical precision and induces cognitive and physiological stress. Evaluating both usability and stress responses in a VR-based pericardiocentesis simulation is essential. Heart Rate Variability (HRV) serves as an objective stress marker, while prior VR experience may influence usability and stress perception.

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Serious Games for Political and Societal Change

The waste problem is a global issue all developed and developing countries face. Like many developing countries, Indonesia has inadequate infrastructure to process an extremely high volume of waste produced throughout the country and minimal public participation in proper waste management. Although the Indonesian government regulates Waste Bank as a community-based waste management solution, there is lack of integrated technological innovation to support Waste Bank. This study fills the gap by developing Circonomy, a model combining IoT, gamification, and semantic web technologies to advance community-based circular waste management.

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Reviews

Attention-deficit/hyperactivity disorder (ADHD) is a neurodevelopmental disorder that often begins in childhood and requires long-term treatment and management. Given the potential adverse effects of pharmacological interventions in children, interest in alternative treatments has increased. Among alternative therapies, serious games have emerged as a promising digital therapeutic approach and are increasingly recognized as an important intervention for children with ADHD.

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Gamification

Emotion recognition bias in depression is well documented [1] and is proposed to play a causal role in depression [2]. A Cognitive Bias Modification (CBM) intervention targeting the bias in emotional expression perception was developed, but despite robust training effects on emotion perception, the effect on mood was unreliable and weak [3]. We propose a new gamified version of CBM (GCBM) to address potential limitations that may attenuate therapeutic effects.

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Serious Games for Health and Medicine

Overweight and obesity seriously affect physical and psychological health worldwide. They are common public health issues in young adults who are considered a 'vulnerable group' prone to adopt unhealthy lifestyles that can lead to overweight and obesity. Virtual reality exergames could help to increase balance performance among Parkinson’s disease patients and improve depression and pain interference among individuals with chronic neck pain. Still, limited research has been conducted on the use of virtual reality exergames among overweight and obese young adults and their willingness and acceptability remain unclear.

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Serious Games for Education

Immersive virtual reality (VR) and artificial intelligence have been used to determine whether a simulated clinical exam setting can reduce anxiety in first-year occupational therapy students preparing for objective structured clinical examinations (OSCEs). Test anxiety is common among postsecondary students, leading to negative outcomes such as increased dropout risk, lower grades, and limited employment opportunities. Students unfamiliar with specific testing environments are particularly prone to anxiety. VR simulations of OSCEs may allow students to become familiar with the exam setting and reduce anxiety.

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Theoretical Foundations and Frameworks on Games and Gamification

Smartwatch-based gamification holds great promise for enhancing fitness apps and promoting physical exercise; however, empirical evidence on its effectiveness remains inconclusive, partly due to “one-size-fits-all” design approaches that overlook individual differences. While the emerging research area of tailored gamification calls for more accurate user modeling and better customization of game elements, existing studies have relied primarily on rating scale–based measures and correlational analyses with methodological limitations.

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Preprints Open for Peer-Review

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