Articles published in this theme: 20 (scroll down to load remaining articles)
2026
Analysis of Spatiotemporal Features in a Virtual Navigation Game Across Different Age Groups: Quantitative Research
JMIR Serious Games 2026 (Apr 02); 14:e83128
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2025
Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey
JMIR Form Res 2025 (Mar 25); 9:e60476
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2024
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework
JMIR Serious Games 2024 (May 31); 12:e48099
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The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial
JMIR Serious Games 2024 (May 27); 12:e52275
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2023
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
JMIR Serious Games 2023 (Mar 07); 11:e41766
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Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments
JMIR Serious Games 2023 (Jan 10); 11:e35756
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2022
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide
JMIR Serious Games 2022 (Aug 01); 10(3):e33884
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Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis
JMIR Serious Games 2022 (Jul 25); 10(3):e36123
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Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants
JMIR Serious Games 2022 (May 19); 10(2):e21376
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Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study
JMIR Serious Games 2022 (Apr 25); 10(2):e32996
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The Effectiveness of a Serious Game (MemoreBox) for Cognitive Functioning Among Seniors in Care Facilities: Field Study
JMIR Serious Games 2022 (Apr 01); 10(2):e33169
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Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study
JMIR Serious Games 2022 (Mar 23); 10(1):e34698
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2021
Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study
JMIR Serious Games 2021 (Dec 23); 9(4):e33975
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Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents With Overweight or Obesity: Systematic Review and Meta-Analysis
JMIR Serious Games 2021 (Oct 18); 9(4):e29981
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User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study
JMIR Serious Games 2021 (May 31); 9(2):e25771
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Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach
JMIR Serious Games 2021 (May 20); 9(2):e24449
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2020
Usability of Individualized Head-Related Transfer Functions in Virtual Reality: Empirical Study With Perceptual Attributes in Sagittal Plane Sound Localization
JMIR Serious Games 2020 (Sep 08); 8(3):e17576
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Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020 (Jul 24); 8(3):e19037
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2014
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014 (Nov 11); 2(2):e11
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Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014 (Aug 04); 2(2):e9
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