Serious Games for Health and Medicine
Years in this theme: All years 2026 2025 2024 2023 2022 2021 2020 2019 2018 2017 2016 2015 2014 2013
Articles published in this theme: 900 (scroll down to load remaining articles)
2026
Dynamic Adoption of Immersive Tai Chi Training Among Older Adults: Exploratory Qualitative-Dominant Longitudinal Mixed Methods Follow-Up Study of Virtual and Mixed Reality Delivery
JMIR Serious Games 2026 (Sep 15); 14:e96262
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Development of a Mixed-Reality Application for Volitional Step Training in People With Multiple Sclerosis: Cross-Sectional Qualitative User-Centered Co-Design Study
JMIR Serious Games 2026 (Sep 14); 14:e94312
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Collaborative Gameplay for Children’s Self-Efficacy in Computational Thinking: Qualitative Cross-Sectional Design Science Research Case Study
JMIR Serious Games 2026 (Sep 09); 14:e94416
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Gamified Adult Basic Life Support Training for Schoolchildren Using Minecraft Education Edition: Cross-Sectional Program Evaluation
JMIR Serious Games 2026 (Sep 09); 14:e93141
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Gamified Virtual Reality Training for Pneumatic Reduction of Intussusception in Children: Formative Evaluation of a Low-Fidelity Prototype
JMIR Form Res 2026 (Sep 08); 10:e83661
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Electroencephalography Functional Network Responses to Immersive Virtual Reality in Alzheimer Disease and Mild Cognitive Impairment: Exploratory Single-Session 3-Group Repeated-Measures Study
JMIR Serious Games 2026 (Sep 04); 14:e95160
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Efficacy of an Interactive Life Simulation Gaming App on Improving HIV Testing Uptake Among Adolescents and Young Adults at Risk for HIV: Results of a Randomized Controlled Trial
JMIR Serious Games 2026 (Sep 04); 14:e82297
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The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design
JMIR Res Protoc 2026 (Sep 03); 15:e96292
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Associations in Both Directions Between Internet Gaming Disorder and Suicidal Ideation and Attempts Among Chinese Adolescent Gamers: Two-Wave Prospective Cohort Study
J Med Internet Res 2026 (Sep 02); 28:e86919
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Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study
JMIR Serious Games 2026 (Aug 28); 14:e84893
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Serious Game–Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study
JMIR Serious Games 2026 (Aug 28); 14:e80441
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Immersive Virtual Reality for Patient Education in Orthodontics: Cross-Sectional Feasibility and Acceptability Study
JMIR Serious Games 2026 (Aug 27); 14:e102686
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Executive Dysfunction—A Serious Game for Assessment in Real-Life Contexts: Development and Cross-Sectional Usability Study
JMIR Serious Games 2026 (Aug 27); 14:e94860
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Effects of Virtual Reality–Based Intervention Combined With Conventional Therapy on Upper-Limb Function in Children With Hemiplegic Cerebral Palsy: Systematic Review and Meta-Analysis of Randomized Controlled Trials
JMIR Serious Games 2026 (Aug 26); 14:e98694
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Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study
JMIR Serious Games 2026 (Aug 26); 14:e73764
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Web-Based Narrative Game Intervention for Initiating Advance Care Planning Among Adults: Exploratory Cross-Sectional Feasibility and Acceptability Study
JMIR Form Res 2026 (Aug 24); 10:e94395
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Novel Virtual Reality Methods for the Treatment of Obsessive-Compulsive Disorder Using a User-Centered Design Approach: Focus Group Study
JMIR XR Spatial Comput 2026 (Aug 20); 3:e92410
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Coloring-Based Serious Game in Chinese College Students With Alexithymia: Prospective Longitudinal Exploratory Mixed Methods Study
JMIR Serious Games 2026 (Aug 19); 14:e83540
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Structured Virtual Reality Exergame Intervention in Adolescents With Mild Intellectual Disabilities: Pre-Post Pilot Study on Motor Proficiency and Reaction Time
JMIR Serious Games 2026 (Aug 14); 14:e95572
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Central and Bridge Symptoms of Internet Gaming Disorder, Social Jet Lag, and Insomnia Among College Students: Cross-Sectional Network Analysis
JMIR Serious Games 2026 (Aug 12); 14:e87919
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