Published on in Vol 8, No 2 (2020): Apr-Jun

Preprints (earlier versions) of this paper are available at, first published .
Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review

Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review

Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review


  1. Thomas T, Sivakumar V, Babichenko D, Grieve V, Klem M. Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review. JMIR Serious Games 2020;8(3):e18687 View
  2. Abraham O, Thakur T, Brown R. Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study. JMIR Serious Games 2020;8(3):e18207 View
  3. Schuuring M, Kauw D. How to initiate eHealth in congenital heart disease patients?. European Heart Journal - Digital Health 2020;1(1):83 View
  4. Xu Y, Tong M, Ming W, Lin Y, Mai W, Huang W, Chen Z. A Depth Camera–Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study. JMIR Serious Games 2021;9(1):e20916 View
  5. Klonoff D, Zhang J, Shang T, Mehta C, Kerr D. Pharmacoadherence: An Opportunity for Digital Health to Inform the Third Dimension of Pharmacotherapy for Diabetes. Journal of Diabetes Science and Technology 2021;15(1):177 View
  6. Krath J, Schürmann L, von Korflesch H. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior 2021;125:106963 View
  7. Chen Y, Liao W, Su M, Lin Y. Personalized and Self-Management: Systematic Search and Evaluation Quality Factors and User Preference of Drug Reference Apps in Taiwan. Journal of Personalized Medicine 2021;11(8):790 View
  8. Abraham O, Rosenberger C, Tierney K, Birstler J. Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study. JMIR Serious Games 2021;9(4):e33975 View
  9. Abraham O, Szela L, Khan M, Geddam A. Exploring Middle School Students’ Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study. JMIR Serious Games 2022;10(1):e31172 View
  10. Badr A. The Geriatric Virtual Escape Room in Pharmacy Education: Female Students Escape Significantly Faster than Male Students. Pharmacy 2022;10(2):36 View
  11. Pouls B, Bekker C, Gundogan F, Hebing R, van Onzenoort H, van de Ven L, Vonkeman H, Tieben R, Vriezekolk J, van Dulmen S, Van den Bemt B. Gaming for Adherence to Medication using Ehealth in Rheumatoid arthritis (GAMER) study: a randomised controlled trial. RMD Open 2022;8(2):e002616 View
  12. Cercel M. Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study. JMIR Serious Games 2022;10(2):e32996 View
  13. Abraham O, Szela L, Brasel K, Hoernke M. Engaging youth in the design of prescription opioid safety education for schools. Journal of the American Pharmacists Association 2022;62(2):441 View
  14. Abraham O, Peters J, Peterson K. Characterizing Pharmacist Perspectives on Utilizing a Personalized Family Medication Safety Plan for Opioid Education with Adolescents and Parents. Pharmacy 2023;11(1):22 View
  15. Pessoa C, Fernandes C, Nogueira P. CuizGiver: desenvolvimento de um jogo digital para a capacitação do cuidador do lesionado vertebro-medular. Revista Portuguesa de Enfermagem de Reabilitação 2022 View
  16. Abraham O, Rosenberger C, Birstler J, Tierney K. Examining adolescents’ opioid knowledge and likelihood to utilize an educational game to promote medication safety. Research in Social and Administrative Pharmacy 2022;18(7):3191 View
  17. Berglund A, Jaarsma T, Berglund E, Strömberg A, Klompstra L. Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease. European Journal of Cardiovascular Nursing 2022;21(6):630 View
  18. Carlier S, Naessens V, De Backere F, De Turck F. A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study. JMIR Serious Games 2023;11:e40054 View
  19. Pouls B, Bekker C, van Dulmen S, Vriezekolk J, van den Bemt B. A Serious Puzzle Game to Enhance Adherence to Antirheumatic Drugs in Patients With Rheumatoid Arthritis: Systematic Development Using Intervention Mapping. JMIR Serious Games 2022;10(1):e31570 View
  20. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  21. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  22. Sivakumar B, Lemonde M, Stein M, Mak S, Al-Hesayen A, Arcand J, White S. Patient perspectives on the use of mobile apps to support heart failure management: A qualitative descriptive study. PLOS ONE 2023;18(5):e0285659 View
  23. Abraham O, McCarthy T, Zaborek J. Assessing the Impact of a Serious Game (MedSMARxT: Adventures in PharmaCity) in Improving Opioid Safety Awareness Among Adolescents and Parents: Quantitative Study. JMIR Formative Research 2023;7:e51812 View
  24. Salam R, Khan M, Meerza S, Das J, Lewis-Watts L, Bhutta Z. An evidence gap map of interventions for noncommunicable diseases and risk factors among children and adolescents. Nature Medicine 2024;30(1):290 View
  25. Toïgo M, Marc J, Hayot M, Moulis L, Carbonnel F. Quality Assessment of Smartphone Medication Management Apps in France: Systematic Search. JMIR mHealth and uHealth 2024;12:e54866 View
  26. Huang H, Yu H, Li W. Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study. JMIR Serious Games 2024;12:e39587 View
  27. Ozyurt H, Ozyurt O, Mishra D. Exploring the Evolution of Educational Serious Games Research: A Topic Modeling Perspective. IEEE Access 2024;12:81827 View
  28. Kim S, Wilson P, Abraham O. Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review. JMIR Serious Games 2024;12:e58724 View

Books/Policy Documents

  1. Jost P, Lampert M. Games and Learning Alliance. View
  2. Bousquet J, Sousa-Pinto B, Puggioni F, Anto A, Balli F, Casale T, Czarlewski W, Bedbrook A, Brussino L, Gaga M, Gemicioglu B, Klimek L, Kvedariene V, Louis R, Sastre J, Scichilone N, Valiulis A, Zervas E, Yorgancioglu A, Zuberbier T, Anto J, Canonica G, Fonseca J. Asthma in the 21st Century. View
  3. Brito D, Oliveira H. Handbook of Research on Assertiveness, Clarity, and Positivity in Health Literacy. View
  4. Godfrey S, Barresi G. Internet of Things for Human-Centered Design. View
  5. Peters K, Ghessas O, Hlavacs H, Lawitschka A. Serious Games. View
  6. Hai Yan Chan A, van Boven J. Digital Respiratory Healthcare. View
  7. Schönbohm A, Vongsurbchart T, Teerasatienspon K. Innovation in Life Sciences. View