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1. Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12690 156 421
2. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

36870 29 407
3. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

55846 84 389
4. Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

94252 57 346
5. Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

14284 31 185
6. Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis

JMIR Serious Games 2022;10(2):e34402

6167 24 180
7. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

13342 7 163
8. Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

17705 19 151
9. Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14401 4 142
10. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

JMIR Serious Games 2020;8(3):e18644

6697 11 133
11. Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games

JMIR Serious Games 2021;9(2):e26575

94138 181 125
12. Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review

JMIR Serious Games 2020;8(1):e13459

7447 10 125
13. Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

11426 17 117
14. Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

13467 27 116
15. A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

8972 7 112
16. Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review

JMIR Serious Games 2020;8(2):e16841

7541 11 105
17. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

JMIR Serious Games 2019;7(2):e11565

8013 8 102
18. How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

19391 82 98
19. Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study

JMIR Serious Games 2021;9(2):e26808

16158 5 98
20. An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study

JMIR Serious Games 2020;8(3):e18822

5224 8 97
21. Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis

JMIR Serious Games 2021;9(4):e30985

4616 15 89
22. Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial

JMIR Serious Games 2018;6(2):e9

11636 32 80
23. Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

JMIR Serious Games 2021;9(3):e20066

3323 14 80
24. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

JMIR Serious Games 2017;5(2):e8

9185 6 79
25. Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

JMIR Serious Games 2020;8(2):e15635

9271 13 77

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