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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

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.

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.

Young boy looking frustrated while doing homework with books and drawings
Games for Medical Education and Training

Recent advances in digital therapeutics (DTx) have led to the development of game-based, home-delivered interventions for children with attention-deficit/hyperactivity disorder (ADHD). Prior studies have demonstrated the feasibility and clinical potential of DTx for reducing ADHD symptoms but have primarily evaluated usage metrics, including training frequency and duration, which do not capture in-game performance or learning processes during training. In addition, the association between task difficulty regulation during DTx training and ADHD symptom improvement in children has not been well studied.

Nurses in VR headsets practice medical procedures in a simulation lab.
Serious Games for Education

Serious games (SGs) have emerged as a promising tool in nursing education, providing interactive learning environments for clinical simulation, skill development, and feedback. These games enhance knowledge, clinical reasoning, and psychomotor skills. However, evidence on their effectiveness is dispersed across various platforms and outcome measures, making it difficult to derive clear guidelines for their integration into nursing curricula.

Man in VR headset experiences virtual happy hour with friends
Serious Games for Health and Medicine

Craving is a diagnostic criterion and predictor of relapse in patients with alcohol dependence (AD) and is induced in cue exposure therapy (CET) to prepare patients for real-life risk situations. The benefits of virtual reality (VR) as an innovative tool within treatment for this highly prevalent disorder include increased practicability, standardization, and personalization of CET. Accurate measurement of craving is essential to develop effective virtual reality cue exposure (VR-CE) scenarios. Despite being relevant for diagnostics and therapy, the psychophysiological reaction to alcohol cues and its relationship to subjective craving has not been sufficiently examined.

Nursing students practice disaster response on a medical dummy, using a tablet.
Games for Medical Education and Training

Gamified teaching is considered an effective strategy for enhancing learning motivation. However, there is insufficient research on systematically designing theory-based gamified approaches for disaster nursing, particularly in resource-limited conventional classroom settings.

Young boy playing video games with family in the background
Games for Cognitive Assessment

Planning deficits are a common and functionally significant executive function difficulty in children with autism, affecting everyday activities such as organizing tasks, prioritizing goals, and monitoring progress. Traditional neuropsychological assessments often lack ecological validity and may not capture these skills in real-world contexts. Serious games offer promising alternatives by simulating everyday scenarios and enabling observation of planning behaviors during interactive tasks. However, most existing systems focus on training rather than theory-driven assessment, and are rarely evaluated for usability before deployment with children with autism.

Man playing video games on a couch
Serious Games for Health and Medicine

Subthreshold depression (StD) increases the risk of progression to major depressive disorder. Although exercise can reduce depressive symptoms, adherence remains challenging. Exergames on platforms such as Nintendo Switch may improve motivation and participation in physical activity; however, evidence for efficacy in StD is limited.

Laptop screen showing "Fauna Finder" game with animal identification prompts.
Gamification

Cognitive impulsivity is a multifaceted construct associated with symptom severity, functional impairment, and poor quality of life in eating disorders (EDs) and mental ill-health. However, objective assessment of cognitive impulsivity is piecemeal and complex, with many assessment tools lacking psychometric evaluation and ecological validity. Furthermore, validated assessment tools are rarely perceived to be engaging or meaningful by individuals who complete them, limiting their utility in research and forming a barrier to clinical translation. Thus, although cognitive impulsivity predicts treatment engagement and outcomes, it is rarely assessed or addressed in a clinical context.

Frustrated boy looking at tablet, with a 3D brain graphic showing stress.
Games for Cognitive Assessment

Digital health technologies increasingly use tablet-based cognitive assessments for children, yet interaction design choices can substantially influence cognitive load and measurement validity. Although cognitive load has been extensively studied in educational settings, its impact on patient-facing digital assessment tools for pediatric populations remains underexplored.

Boy and woman playing video games on a laptop, with game visuals on screen.
Serious Games for Health and Medicine

Strabismus, commonly known as crossed eyes, is a condition characterized by the misalignment of the eyes, leading to impaired binocular vision and depth perception. Traditional management often involves occlusion therapy, which can be hindered by poor compliance. Video game therapy has emerged as a promising adjunct to traditional treatments, potentially improving compliance and directly stimulating visual and cognitive functions.

Nurses using VR headset and tablet for medical training
Serious Games for Education

Interprofessional education (IPE) is essential for developing teamwork and communication skills in health care training. Building interprofessional competency involves acquiring knowledge, cultivating readiness to engage in teamwork, and fostering effective collaboration. However, challenges include geographical barriers and faculty resistance that can hinder progress. Innovative solutions to enhance engagement and collaboration include serious games played using immersive virtual reality (IVR) and web-based platforms. Despite their potential, research comparing the effectiveness of these approaches for IPE remains limited.

Preprints Open for Peer Review

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