Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
JMIR Serious Games 2013;1(1):e3
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| 54431 | 84 | 314 | |
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 92364 | 57 | 305 | |
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016;4(2):e11
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| 34797 | 29 | 271 | |
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games 2021;9(3):e29080
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| 10249 | 156 | 174 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 13916 | 31 | 118 | |
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games 2013;1(1):e1
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| 14225 | 4 | 117 | |
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 17078 | 19 | 113 | |
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 11185 | 17 | 100 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 18961 | 82 | 87 | |
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016;4(1):e7
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| 8573 | 7 | 86 | |
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 12722 | 27 | 84 | |
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
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| 11706 | 7 | 74 | |
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
JMIR Serious Games 2020;8(1):e13459
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| 6518 | 10 | 73 | |
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
JMIR Serious Games 2019;7(2):e11565
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| 7594 | 8 | 72 | |
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
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| 14734 | 5 | 66 | |
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
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| 8289 | 15 | 65 | |
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
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| 85527 | 181 | 64 | |
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
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| 6627 | 11 | 61 | |
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
JMIR Serious Games 2017;5(2):e8
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| 8703 | 6 | 61 | |
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
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| 9386 | 14 | 60 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 14807 | 8 | 57 | |
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games 2020;8(3):e18644
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| 5493 | 11 | 57 | |
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
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| 4877 | 36 | 57 | |
Who Is Still Playing Pokémon Go? A Web-Based Survey
JMIR Serious Games 2017;5(2):e7
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| 6739 | 17 | 57 | |
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis
JMIR Serious Games 2022;10(2):e34402
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| 3976 | 22 | 56 | |