2026
Vol. 14 (2026)
Serious Games for Health and Medicine
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Efficacy and Safety of a Video Game–Like Digital Therapy Intervention for Chinese Children With Attention-Deficit/Hyperactivity Disorder: Single-Arm, Open-Label Pre-Post Study
JMIR Serious Games 2026 (Jan 05); 14:e76114
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Usability Study of Augmented Reality Visualization Modalities on Localization Accuracy in the Head and Neck: Randomized Crossover Trial
JMIR Serious Games 2026 (Jan 13); 14:e75962
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Co-Designing Mobile Serious Games to Support Patients With Psoriatic Arthritis and Chronic Pain: Mixed Methods Study
JMIR Serious Games 2026 (Jan 30); 14:e75072
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Quantifying Slowness in Parkinson Disease Using a Serious Game: Cross-Sectional Study
JMIR Serious Games 2026 (Feb 25); 14:e79463
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Longitudinal Association Between Internet Gaming Disorder and School Refusal Among Adolescents Using a Random Intercept Cross-Lagged Panel Model: Three-Wave Prospective Cohort Study
JMIR Serious Games 2026 (Mar 04); 14:e89619
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Development of a Novel Dietary Assessment Method Using Gamification Concepts: Exploratory and Application Study
JMIR Serious Games 2026 (Mar 13); 14:e72387
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Research Letter
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RedMan-GreenMan: Co-Designed Pedestrian Safety Game Prototype for Children With Autism
JMIR Serious Games 2026 (Jan 15); 14:e69260
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Discretionary Corrigenda
View E-collection for ‘Discretionary Corrigenda’Correction: Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study
JMIR Serious Games 2026 (Jan 16); 14:e90410
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Correction: Children’s Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study
JMIR Serious Games 2026 (Mar 12); 14:e93737
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Gamification
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Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study
JMIR Serious Games 2026 (Jan 19); 14:e80766
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Usability of Games and Gamification
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Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study
JMIR Serious Games 2026 (Jan 28); 14:e79453
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Game Design and Efficacy of Game Elements
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A Haptic-Driven Serious Game for Cognitive Stimulation and Visual Impairment Mitigation in Older Adults Based on the Design-Play-Experience Framework: Cross-Sectional Mixed Methods Pilot Study
JMIR Serious Games 2026 (Jan 30); 14:e86290
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Exergames, Active Games and Gamification of Physical Activity
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Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study
JMIR Serious Games 2026 (Feb 02); 14:e81086
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Effects of Exergaming Tennis on Players’ Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study
JMIR Serious Games 2026 (Feb 02); 14:e73732
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Design and Iterative Development of Serious Exergames for Children With Autism Spectrum Disorder: Formative Multiple-Case Pilot Study
JMIR Serious Games 2026 (Mar 02); 14:e77727
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Games for Medical Education and Training
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Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial
JMIR Serious Games 2026 (Feb 13); 14:e75318
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Theoretical Foundations and Frameworks on Games and Gamification
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Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study
JMIR Serious Games 2026 (Feb 25); 14:e86793
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Viewpoints and Personal Experiences on Gaming and Games
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The Mechanism and Design Principles of Serious Games in Enhancing Adolescents’ Internet Adaptability
JMIR Serious Games 2026 (Mar 09); 14:e82505
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Games for Rehabilitation
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Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study
JMIR Serious Games 2026 (Mar 10); 14:e84995
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Feasibility and User Experience of Immersive Virtual Reality–Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study
JMIR Serious Games 2026 (Mar 11); 14:e79584
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