Journal Statistics

Journal Statistics

Journal statistics
Article Download Views Tweets Scopus Citations Altmetric
Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

HTML PDF 78788 57 186
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

HTML PDF 44936 84 157
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

HTML PDF 23496 23 108
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

HTML PDF 17843 24 30
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

HTML PDF 17236 82 56
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

HTML PDF 13381 8 31
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

HTML PDF 12310 3 56
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

HTML PDF 11250 43 22
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

HTML PDF 11029 23 3
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss

JMIR Serious Games 2014;2(1):e2

HTML PDF 10972 38 17
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

HTML PDF 10425 19 21
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

HTML PDF 9942 16 30
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

HTML PDF 9551 17 53
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

JMIR Serious Games 2014;2(2):e5

HTML PDF 9206 7 6
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

HTML PDF 8943 31 23
What Serious Video Games Can Offer Child Obesity Prevention

JMIR Serious Games 2014;2(2):e8

HTML PDF 8689 4 16
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

JMIR Serious Games 2018;6(1):e3

HTML PDF 8537 30 9
Engaging Elderly People in Telemedicine Through Gamification

JMIR Serious Games 2015;3(2):e9

HTML PDF 8166 20 23
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

HTML PDF 8107 27 20
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial

JMIR Serious Games 2018;6(2):e9

HTML PDF 7807 32 15
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

JMIR Serious Games 2017;5(1):e2

HTML PDF 7771 14 26
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students

JMIR Serious Games 2019;7(1):e13028

HTML PDF 7437 22 10
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

HTML PDF 7328 14 21
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

HTML PDF 6949 7 32
The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents

JMIR Serious Games 2015;3(1):e1

HTML PDF 6688 12 20

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