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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:

Amy Shirong Lu, PhD, Associate Professor, Northeastern University, Boston, USA


Impact Factor 4.7 More information about Impact Factor CiteScore 8.5 More information about CiteScore

JMIR Serious Games 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), CABI 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 2025 Impact Factor of 4.7, ranking Q1 in Health Care Sciences & Services (29/194) and Public, Environmental & Occupational Health (56/443).

JMIR Serious Games received a Scopus CiteScore of 8.5  (2025), placing it in the 97th percentile (4/172) as a Q1 journal in the field of Rehabilitation, in the 95th percentile (13/257) as a first quartile (Q1) journal in the field of Physical Therapy, Sports Therapy and Rehabilitation, and in the 90th percentile (56/580) as a first quartile (Q1) journal in the field of Psychiatry and Mental Health.

Recent Articles

Teenager gaming on laptop at night with moon visible through window
Game Addiction and Other Unintended Consequences

Internet gaming disorder (IGD) has become increasingly prevalent among college students, while the prevalence of insomnia and social jet lag has also gradually increased in this population. Comorbidity among these conditions is common in young adults. Nevertheless, the internal correlational architecture underlying individual symptom indicators remains unclear.

Young girl with VR headset smiling and touching her cheeks
Reviews

Pediatric dental behavior management is difficult to teach because learners need safe opportunities to practice. Digital simulation tools offer new opportunities for safer and more structured training. However, the use of these approaches in pediatric dental behavior management education has not been systematically synthesized.

Father teaching children CPR on a manikin, practicing life-saving skills
User Needs Assessment for Games

Out-of-hospital cardiac arrest (OHCA) is a global health issue with low survival rates, for which bystander cardiopulmonary resuscitation (CPR) is crucial. In China, bystander CPR rates and public proficiency remain low. Children—an important future first-responder group—also lack adequate training. Gamification and virtual reality (VR) technologies show potential in enhancing training effectiveness, but research on the needs, acceptability, and functional requirements of gamified CPR training kits from children’s and parents’ dual perspectives is insufficient, providing a realistic basis for this study.

Gaming setup: multiple monitors, tablet, keyboard, mouse, and game controllers
Exergames, Active Games and Gamification of Physical Activity

People with intellectual and developmental disabilities (IDDs) face difficulties in being included in activities with their peers due to differences in cognitive abilities and social skills. Video games offer a promising medium to support inclusion, physical activity, and social engagement, but current solutions struggle to provide equitable experiences to heterogeneous groups of users, especially in multiplayer real-time contexts.

Nurse in blue scrubs and cap using smartphone
Serious Games for Education

Unicompartmental knee arthroplasty (UKA) requires precise intraoperative coordination from operating room nurses. Conventional teaching may be insufficient for junior nurses learning complex UKA surgical cooperation, particularly regarding self-efficacy and cognitive demands. Serious games have emerged as a promising educational tool for nursing training.

Elderly man plays a balance game on a TV screen in a living room.
Exergames, Active Games and Gamification of Physical Activity

Patients with chronic stroke commonly experience motor and cognitive impairments, with diminished quality of life. Their participation in rehabilitation is often limited by long travel distances and low motivation. Given the health benefits of multimodal exercise, with the accessibility and engagement offered by interactive exergames, delivering such interventions in a remote format may help overcome common barriers, and enhance health outcomes.

Elderly man in wheelchair uses VR headset, smiling and gesturing.
Reviews

As a neurodegenerative disorder, Parkinson disease (PD) demonstrates significant prevalence worldwide. As the population ages, the number of patients with PD increases. Individuals with PD are susceptible to varying degrees of cognitive and psychological impairments. Virtual reality (VR)–based therapy is an emerging technology used for cognitive recovery and mental health treatment, yet controversy remains.

Man wearing VR headset, gesturing with hands, experiencing virtual reality
Serious Games for Health and Medicine

Exposure and response prevention is a first-line intervention for obsessive-compulsive disorder (OCD), yet many individuals with contamination concerns do not access care. Virtual reality exposure–based therapy (VRET) may improve scalability and acceptability.

Young man with headphones listening to music outdoors
Games for Rehabilitation

Auditory discrimination training is widely used to supplement aural habilitation and rehabilitation in individuals with hearing or auditory challenges. Recently, gamification has been introduced as a strategy to enhance attention, motivation, and engagement during training. However, the relationship between user experience (UX) and auditory discrimination performance remains unclear. In addition, maintaining long-term interest in auditory training is still a challenge, particularly in younger populations, highlighting the need for more engaging and user-centered approaches.

Man on balance board playing Wii soccer with therapist supervision.
Games for Rehabilitation

Serious games can be custom or noncustom, each offering advantages for rehabilitation. Custom serious games developed specifically for rehabilitation allow control over feedback and adjustment of game speed and difficulty. Alternatively, noncustom games do not offer these controls but provide attractive graphics, sounds, and engaging game mechanics. The differences between these systems may affect users’ exercise intensity, quality of movement, and experience during gameplay, which have implications for system and game selection in rehabilitation.

Infographic: Video games, stoicism, and loneliness mitigation in young adults
Usability of Games and Gamification

Loneliness has been linked to reduced mental and physical health. The “loneliness epidemic” is recognized as a public health crisis. However, questions remain about the potential of video games, which people play by themselves, to help reduce perceived loneliness.

Preprints Open for Peer Review

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