Games for Rehabilitation
Articles published in this theme: 138 (scroll down to load remaining articles)
2026
Tonal Auditory Discrimination Training in Youths: Design, Implementation, and Evaluation of Game-Based Versus Non–Game-Based Systems in a Cross-Sectional Study
JMIR Serious Games 2026 (Jun 22); 14:e92496
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Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study
JMIR Serious Games 2026 (Jun 17); 14:e88179
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Feedback-Enhanced Virtual Reality Upper-Limb Training With Body Position Measurement in Healthy Adults: Development and Validation Study
JMIR Form Res 2026 (Jun 16); 10:e89302
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Opportunities and Concerns of Gamified, Extended Reality for Home-Based Motor Rehabilitation for Children With Brain Injury: Qualitative Case Study on Design Elements Related to the Engagement and Fatigue Perspectives
J Med Internet Res 2026 (Jun 02); 28:e84013
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Using Eye Tracking to Measure Video Game–Assisted Therapy for Improved Visual Outcomes in Pediatric Strabismus: Randomized Control Trial
JMIR Serious Games 2026 (May 25); 14:e66538
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Brain Structural Covariance Networks in Long-Term First-Person Shooter and Multiplayer Online Battle Arena Players: Cross-Sectional Study
JMIR Serious Games 2026 (May 04); 14:e79976
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Virtual Reality–Based Social Musical Exergame Guided by Self-Determination Theory for Young Adults With Depression and Anxiety: Protocol for a Randomized Controlled Trial
JMIR Res Protoc 2026 (May 01); 15:e83737
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User Experience of a Virtual Reality–Based Treadmill for Children With a Chronic Disease Affecting Physical Health: Cross-Sectional Feasibility Study
JMIR Serious Games 2026 (Apr 29); 14:e82953
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Navigating Virtual Reality in Stroke Rehabilitation: Scoping Review of Diverse Intervention Effects
JMIR Serious Games 2026 (Apr 08); 14:e72498
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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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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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2025
Adapted Virtual Reality Exergaming Using Off-the-Shelf Supplies for Poststroke Hemiparetic Arm Rehabilitation: Case Study
JMIR Form Res 2025 (Dec 24); 9:e80721
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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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Evaluating the Effectiveness of Immersive Virtual Reality Rehabilitation Games With Enhanced Visual Training for Hand Motor Function Improvement Using Electromyography: Randomized Controlled Trial
JMIR Serious Games 2025 (Nov 25); 13:e74314
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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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Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study
JMIR Serious Games 2025 (Oct 09); 13:e66673
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Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study
JMIR Serious Games 2025 (Oct 06); 13:e74157
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The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study
JMIR Serious Games 2025 (Oct 03); 13:e73221
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Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study
JMIR Hum Factors 2025 (Sep 26); 12:e67336
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