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Articles published in 2025 in this theme: 115 (scroll down to load remaining articles)
2025
Shadow-Induced Forgetting in a Game-Based Paradigm on Nonclinical Adults and Its Effects on Consciousness, Emotional Valence, and Temporal Dynamics: Crossover Study
JMIR Serious Games 2025 (Dec 30); 13:e76946
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Youth and Young Adults’ Perspectives on Augmented Reality–Driven Vaping Cessation Interventions: Interpretive Description Study
JMIR XR Spatial Comput 2025 (Dec 23); 2:e79674
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Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study
JMIR Serious Games 2025 (Dec 19); 13:e84219
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Serious Games Integrating Perceptual Learning and Stereopsis Training in Children With Amblyopia: Single-Arm Pre-Post Feasibility Study
JMIR Serious Games 2025 (Dec 17); 13:e77402
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Gamified Simulation for Onboarding Health Care Teams in Emergency Care: Development and Preliminary Feasibility Study
JMIR Form Res 2025 (Dec 15); 9:e72202
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Effects of an Immersive Virtual Reality–Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial
JMIR Serious Games 2025 (Dec 15); 13:e75777
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Development and Evaluation of a Monocular Camera–Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial
JMIR Serious Games 2025 (Dec 12); 13:e75823
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Immersive Virtual Reality–Assisted Therapy for Distressing Voices in Psychosis: Qualitative Study of Participants’ and Therapists’ Experiences in the Challenge Trial
JMIR Serious Games 2025 (Dec 01); 13:e77920
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Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial
JMIR Serious Games 2025 (Nov 24); 13:e70333
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A Novel Eye Tracking–Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study
JMIR Serious Games 2025 (Nov 20); 13:e81082
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Performance and Perceptions of Health Care Professionals Using an Immersive Virtual Reality Tool for Home Care Training: Observational Feasibility and Acceptability Study
JMIR Serious Games 2025 (Nov 20); 13:e75104
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Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial
JMIR Serious Games 2025 (Nov 18); 13:e74092
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Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study
JMIR Serious Games 2025 (Nov 14); 13:e71823
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Enhancing Equity in Schoolchildren’s Basic Life Support Education in Brazil Through Serious Games: Cohort Study
JMIR Serious Games 2025 (Nov 10); 13:e69252
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Clinician Perspectives on Incorporating Physical Activity and Sleep Prescriptions Using eHealth for Youth With Comorbid Psychiatric Disorders: Qualitative Focus Group Study
JMIR Form Res 2025 (Nov 07); 9:e71569
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Increasing Vaccination Awareness for Italian Primary Care Pediatricians: Game Design and Usability Study
JMIR Pediatr Parent 2025 (Nov 03); 8:e70049
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A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial
JMIR Serious Games 2025 (Nov 03); 13:e73474
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Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings
JMIR Serious Games 2025 (Oct 31); 13:e68431
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Age Differences in Flow Experience During Body Movement–Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study
JMIR Serious Games 2025 (Oct 29); 13:e76278
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Effectiveness of a Gamified Mobile App in Enhancing Treatment Adherence for Children With Amblyopia: Explorative Study
JMIR Serious Games 2025 (Oct 28); 13:e60309
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