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Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

81368 57 219
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

46516 84 200
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

25131 23 145
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

12660 4 73
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

9834 17 66
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

17521 82 65
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

9795 31 54
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

7192 7 46
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

11544 19 45
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men

JMIR Serious Games 2016;4(1):e6

4353 36 42
Who Is Still Playing Pokémon Go? A Web-Based Survey

JMIR Serious Games 2017;5(2):e7

6000 17 40
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

9042 27 37
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness

JMIR Serious Games 2018;6(1):e2

6580 15 37
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

13576 8 37
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

10139 16 35
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

18416 24 33
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

JMIR Serious Games 2017;5(1):e2

8133 14 33
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

JMIR Serious Games 2017;5(2):e8

6887 6 31
Engaging Elderly People in Telemedicine Through Gamification

JMIR Serious Games 2015;3(2):e9

8529 20 30
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

JMIR Serious Games 2019;7(2):e11565

5467 8 29
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

11530 43 28
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game

JMIR Serious Games 2016;4(2):e20

3258 5 28
A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial

JMIR Serious Games 2016;4(2):e10

6311 19 26
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

8021 14 26
Views of Young People in Rural Australia on SPARX, a Fantasy World Developed for New Zealand Youth With Depression

JMIR Serious Games 2014;2(1):e3

6194 7 25

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