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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

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Game Design and Efficacy of Game Elements

Despite science, technology, engineering, and mathematics (STEM) fields driving socioeconomic development and career prospects, they continue to struggle with low enrollment and high dropout rates. An important predictor of academic performance and career persistence is self-efficacy, which is the belief in one’s ability to succeed. Research indicates that collaboration improves learning outcomes and is associated with improved STEM motivation. Computational thinking (CT) is also increasingly valued in STEM education due to its reliance on computational tools and problem-solving processes. Early exposure to STEM content in a child’s educational journey may thus be a key opportunity for shaping their STEM self-efficacy and future career path.

Children learning computer skills in a classroom with laptops and a projector.
Games for Medical Education and Training

Early bystander cardiopulmonary resuscitation (CPR) and prompt defibrillation are key determinants of survival after out-of-hospital cardiac arrest, and school-based adult basic life support (BLS) education is a high-impact public health strategy. However, scalability and standardized assessment remain challenging. Gamified digital environments may sustain engagement while enabling comparable, rubric-based evaluation of learning artifacts. Few evaluations have examined whether a fully online gamified platform can support large-scale school-based adult BLS participation while generating standardized class-level artifacts for structured assessment.

Elderly couple enjoying virtual reality with a VR headset and cane
Serious Games for Health and Medicine

Alzheimer disease (AD) is increasingly conceptualized as a disorder of large-scale brain network disruption rather than isolated regional dysfunction. Immersive virtual reality (VR) may provide a controlled sensory challenge for neurophysiological assessment, but its association with whole-brain electroencephalography (EEG) functional network organization across AD and mild cognitive impairment (MCI) remains insufficiently characterized.

Virtual reality hand selecting a red tomato from a grocery store produce display.
Games for Rehabilitation

Immersive virtual reality (IVR) is increasingly used for task training. Adjusting sensory and cognitive complexity to individual capacity is important for effective training, yet it remains unclear how varying visual, auditory, and cognitive demands influence behavioral responses, physiological activity, and task performance during goal-directed activities in IVR.

Young girl playing video games on a couch, looking excited
Games for Cognitive Assessment

Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder in children, characterized by inattention, hyperactivity, and impulsivity that significantly disrupt daily functioning. Comprehensive ADHD assessment requires multimethod and multi-informant evaluation, and objective attention measures can complement this process. Serious game–based assessments may further support this process by combining structured task mechanics and dynamic audiovisual guidance in a child-oriented digital environment.

Dentist explains 3D dental scan in VR headset to patient.
Serious Games for Health and Medicine

Patient education is central to orthodontic care; however, most patients still learn about their malocclusion from conventional records, such as 2D image records. Immersive virtual reality (VR) allows patients to view and manipulate 3D dental models in a head-tracked environment, as part of the serious-games and extended reality family for health education. Evidence on patient-facing immersive VR in orthodontics remains limited, as most dental VR work has addressed student training rather than patient education.

Man at computer with therapist taking notes in background.
Games for Cognitive Assessment

Traditional neuropsychological assessments often lack ecological validity and have limited sensitivity for detecting executive dysfunction (ED) in daily life. Although grounded in standardized tasks, they do not represent the complexity of real-world contexts. Serious games (SGs) have emerged as a promising approach by simulating ecologically valid environments involving dynamic, emotional, and socially embedded interactions.

Young girl with cerebral palsy using a tablet in a specialized stroller outdoors
Reviews

Hemiplegic cerebral palsy (CP) commonly affects upper-limb function in children and may limit functional use of the affected arm and hand. Virtual reality (VR)–based rehabilitation can provide interactive, feedback-based, and task-oriented practice, but whether adding VR-based intervention to conventional therapy provides additional benefits remains uncertain. Previous reviews have often included broader CP populations, mixed comparators, or broad upper-limb outcome labels, limiting domain-specific interpretation.

Elderly man plays Sonic the Hedgehog on a computer with adaptive gaming equipment.
Exergames, Active Games and Gamification of Physical Activity

Adults with mobility impairments have limited opportunities for physical activity due to environmental barriers and lack of accessible exercise options. Active video games (AVGs) have shown promise for increasing physical activity by integrating movement into engaging gameplay. However, most commercial AVG controllers are not usable by those with severe mobility limitations. The GAIMplank is a novel adaptive game controller that translates trunk movements into gameplay, addressing this accessibility gap and enabling seated participation for individuals with limited lower-extremity function.

Smartphone surrounded by colorful sticky notes with emoji faces.
Viewpoints and Personal Experiences on Gaming and Games

Alexithymia, characterized by difficulty identifying, describing, and expressing emotions, is prevalent among Chinese college students. Traditional art therapies face barriers, such as high psychological thresholds and limited accessibility. Accessible, low-threshold digital tools are needed to help address this challenge. Coloring the Emoji, a coloring-based serious game designed as a digital art therapy, offers a low-threshold tool to support emotion regulation for this population.

Person wearing headphones plays a video game on a computer with a keyboard and monitor displaying a puzzle.
Questionnaires and Instruments Related to Gaming

Soft skills are increasingly assessed in human resources, but commonly used methods (eg, interviews and self-report questionnaires) have well-known limitations. Serious games have been proposed as a complementary assessment format because they can standardize administration, embed assessment in interactive scenarios, and capture behavioral traces. However, evidence for their psychometric validity remains limited and heterogeneous. Establishing convergent validity against well-established reference instruments is a key step in supporting their use as assessment tools.

Preprints Open for Peer Review

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