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), 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 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

Article Thumbnail
Games for Rehabilitation

Children with developmental coordination disorder (DCD) experience motor difficulties that limit daily activities and reduce physical activity enjoyment. Immersive virtual reality (VR) offers the potential for feedback-rich movement practice, but evidence for these effects in DCD remains limited.

|
Article Thumbnail
Viewpoints and Personal Experiences on Gaming and Games

Adolescents’ internet adaptability (IA) is crucial for their online behavior and mental health. Serious games (SGs), as an emerging educational tool, hold promise for enhancing this adaptability through engaging, goal-oriented learning. Yet, direct evidence in this area remains limited. This viewpoint aims to clarify the mechanisms through which SGs enhance adolescents’ IA and to derive corresponding design principles that can inform educational practice and game development. Drawing on insights from both Chinese and international studies, this study adopts a cross-contextual perspective to explore how SGs can foster IA in varied educational environments. Beyond synthesizing existing findings, this viewpoint provides an integrated account of why IA is essential in contemporary digital life and how SGs can support its development. It proposes a 3-stage framework, illustrating how contextualized design, real-time feedback, and dynamic tasks promote experiential learning, self-regulation, and the transfer of online skills. Based on this framework, the study further articulates 6 core design principles: clear goal definition, interaction diversity, contextual authenticity, immediate, scaffolding and explanatory feedback, a dynamically adaptive learning environment, and safety-by-design for digital well-being. These principles translate the core characteristics and mechanisms of SGs into actionable guidance for developing effective IA interventions. By synthesizing theoretical insights with practical considerations, this viewpoint highlights how SGs can serve as accessible and scalable tools to support adolescents in navigating increasingly complex digital environments. Together, these insights provide practical implications for educators, curriculum designers, and digital game developers seeking to foster adolescents’ safe, responsible, and adaptive engagement in online environments.

|
Article Thumbnail
Serious Games for Health and Medicine

Internet gaming disorder (IGD) and school refusal are increasingly prevalent during adolescence, yet limited research has examined how they influence each other over time. Moreover, it is unclear whether the association differs by sex.

|
Article Thumbnail
Exergames, Active Games and Gamification of Physical Activity

Children with autism spectrum disorder (ASD) exhibit cognitive, motor, and social difficulties that affect engagement, causing developmental delays, behavioral challenges, and obesity—interrelated concerns in daily functioning and well-being. Although interactive interventions have incorporated physical activity, they often rely on limited physical involvement and lack iterative, expert-informed design, as built on pre-existing game frameworks. Physical activity is often operationalized as constrained input (eg, gestures or in-place actions) rather than exertion-intensive, whole-body exercise, and design guidance for adapting exercise content under ASD-oriented safety and cognitive-sensory constraints remains limited. These limitations highlight the need for exergames that promote sustained, full-body participation aligned with developmental goals, motivating formative, co-design with expertise and initial field testing in this population.

|
Article Thumbnail
Serious Games for Health and Medicine

Slowness in voluntary movements is a hallmark of Parkinson disease (PD); yet, objective measurement outside clinical settings is limited. Serious games represent a promising alternative to extract motor performance metrics during interactions. However, evidence on the effectiveness of these games in discriminating motor performance between individuals with and those without PD is still scarce.

|
Article Thumbnail
Theoretical Foundations and Frameworks on Games and Gamification

Managing blood pressure (BP) in prehypertensive individuals is crucial to prevent the incidence of hypertension. While physical activity has proven effective in BP management, physical inactivity remains prevalent. Gamification has shown promise in addressing physical inactivity; however, its effectiveness is limited due to the suboptimal intervention design.

|
Article Thumbnail
Games for Medical Education and Training

The metaverse provides an immersive, interactive medium for health education, but most studies evaluate immersion and gamification together. Randomized evidence disentangling their separate effects on immediate learning and short-term retention in breast health education is lacking.

|
Article Thumbnail
Exergames, Active Games and Gamification of Physical Activity

Exergaming, which combines physical activity with interactive gaming, has been shown to improve motor skills and fitness. However, exergaming’s potential in complex, open-skill sports such as tennis, which require real-time coordination, decision-making, and technical precision, remains underexplored. Furthermore, only a few studies have evaluated the impact of exergaming on both technical skill development and psychological outcomes such as motivation and confidence, especially among novice players. This study addresses these gaps by comparing the combination of exergame-based tennis training and on-court tennis training (EBTT+OCTT) with on-court tennis training alone (OCTT×2) in improving technical skills, grip strength, confidence, and motivation.

|
Article Thumbnail
Exergames, Active Games and Gamification of Physical Activity

Educators are exploring new methods to educate beyond the classroom as global concerns about students’ cognitive, emotional, and social well-being grow. Physical education (PE) has been demonstrated to boost cognitive and psychological outcomes in several studies. Most research has neglected the benefits of gamification and artificial intelligence (AI)–based feedback in PE, focusing instead on conventional PE formats. The impacts of technologically enhanced PE settings on students’ cognitive performance through feedback and reward mechanisms remain understudied.

|
Article Thumbnail
Game Design and Efficacy of Game Elements

In the context of global aging, cognitive decline among older adults has become a prevalent issue, significantly impacting their daily lives. Serious games have demonstrated potential in enhancing cognitive abilities in this population. However, most existing serious games designed for older adults rely heavily on visual interfaces, which are often potentially detrimental for those with pre-existing visual impairments.

|
Article Thumbnail
Serious Games for Health and Medicine

Serious games offer promising avenues for clinical care by enhancing patient engagement and delivering therapeutic benefits. In Psoriatic Arthritis (PsA), chronic pain contributes to emotional distress, functional limitations, and reduced well-being. While symptom-tracking apps exist, few digital interventions directly address chronic pain through engaging, therapeutic experiences tailored to patients’ cognitive and physical needs.

|
Article Thumbnail
Usability of Games and Gamification

Longer life expectancy makes physical exercise crucial for active aging, however, adherence to traditional exercise among community-dwelling older adults is generally low. Virtual Reality (VR) and Mixed Reality (MR) Tai Chi exergames show significant potential as novel health promotion tools, particularly for older adults exercising in a home setting. While promising, usability and safety issues such as cybersickness are significant barriers that must be addressed before these technologies can be widely implemented for unsupervised home use.

|

Preprints Open for Peer Review

We are working in partnership with