| 1.
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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| 12737 | 156 | 428 | |
| 2.
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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| 36922 | 29 | 407 | |
| 3.
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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| 55885 | 84 | 391 | |
| 4.
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 94311 | 57 | 346 | |
| 5.
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 14295 | 31 | 185 | |
| 6.
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis
JMIR Serious Games 2022;10(2):e34402
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| 6216 | 24 | 182 | |
| 7.
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
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| 13373 | 7 | 164 | |
| 8.
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 17709 | 19 | 151 | |
| 9.
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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| 14405 | 4 | 143 | |
| 10.
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games 2020;8(3):e18644
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| 6728 | 11 | 134 | |
| 11.
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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| 7478 | 10 | 130 | |
| 12.
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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| 94322 | 181 | 127 | |
| 13.
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 11435 | 17 | 117 | |
| 14.
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 13477 | 27 | 116 | |
| 15.
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016;4(1):e7
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| 8977 | 7 | 114 | |
| 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
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| 7553 | 11 | 108 | |
| 17.
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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| 8020 | 8 | 102 | |
| 18.
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study
JMIR Serious Games 2020;8(3):e18822
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| 5232 | 8 | 100 | |
| 19.
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 19413 | 82 | 98 | |
| 20.
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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| 16179 | 5 | 98 | |
| 21.
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis
JMIR Serious Games 2021;9(4):e30985
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| 4638 | 15 | 93 | |
| 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
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| 11642 | 32 | 82 | |
| 23.
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review
JMIR Serious Games 2021;9(3):e20066
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| 3347 | 14 | 80 | |
| 24.
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
JMIR Serious Games 2017;5(2):e8
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| 9196 | 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
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| 9291 | 13 | 78 | |