Articles published in this theme: 14 (scroll down to load remaining articles)
2026
The Mechanism and Design Principles of Serious Games in Enhancing Adolescents’ Internet Adaptability
JMIR Serious Games 2026 (Mar 09); 14:e82505
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2024
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine
JMIR Serious Games 2024 (Sep 18); 12:e52785
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The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure
JMIR Serious Games 2024 (Aug 21); 12:e50066
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2023
A Video Game for Entrepreneurship Learning in Ecuador: Development Study
JMIR Form Res 2023 (Oct 11); 7:e49263
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The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment
JMIR Serious Games 2023 (Sep 04); 11:e42173
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Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
JMIR Serious Games 2023 (Feb 07); 11:e43388
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2022
Are Conventional Combined Training Interventions and Exergames Two Facets of the Same Coin to Improve Brain and Cognition in Healthy Older Adults? Data-Based Viewpoint
JMIR Serious Games 2022 (Oct 03); 10(4):e38192
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Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training
JMIR Serious Games 2022 (Mar 23); 10(1):e28595
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2021
Serious Games Are Not Serious Enough for Myoelectric Prosthetics
JMIR Serious Games 2021 (Nov 08); 9(4):e28079
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Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games
JMIR Serious Games 2021 (Jun 16); 9(2):e26575
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2020
The Impact of Artificial Intelligence on the Chess World
JMIR Serious Games 2020 (Dec 10); 8(4):e24049
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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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Using 360-Degree Video as a Research Stimulus in Digital Health Studies: Lessons Learned
JMIR Serious Games 2020 (Jan 06); 8(1):e15422
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2019
Do-It-Yourself Gamified Cognitive Training: Viewpoint
JMIR Serious Games 2019 (May 07); 7(2):e12130
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