Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
JMIR Serious Games 2013;1(1):e3
Go back to the top of the top articles page
Skip top articles and go to footer section
| 55283 | 84 | 351 | |
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016;4(2):e11
Go back to the top of the top articles page
Skip top articles and go to footer section
| 36158 | 29 | 341 | |
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
Go back to the top of the top articles page
Skip top articles and go to footer section
| 93736 | 57 | 335 | |
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games 2021;9(3):e29080
Go back to the top of the top articles page
Skip top articles and go to footer section
| 12102 | 156 | 322 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14114 | 31 | 155 | |
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games 2013;1(1):e1
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14298 | 4 | 135 | |
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
Go back to the top of the top articles page
Skip top articles and go to footer section
| 17498 | 19 | 134 | |
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis
JMIR Serious Games 2022;10(2):e34402
Go back to the top of the top articles page
Skip top articles and go to footer section
| 5454 | 24 | 123 | |
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
Go back to the top of the top articles page
Skip top articles and go to footer section
| 12807 | 7 | 117 | |
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11347 | 17 | 113 | |
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
JMIR Serious Games 2020;8(1):e13459
Go back to the top of the top articles page
Skip top articles and go to footer section
| 7119 | 10 | 106 | |
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
Go back to the top of the top articles page
Skip top articles and go to footer section
| 13207 | 27 | 104 | |
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016;4(1):e7
Go back to the top of the top articles page
Skip top articles and go to footer section
| 8773 | 7 | 102 | |
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games 2020;8(3):e18644
Go back to the top of the top articles page
Skip top articles and go to footer section
| 6176 | 11 | 99 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 91717 | 181 | 95 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
Go back to the top of the top articles page
Skip top articles and go to footer section
| 19198 | 82 | 93 | |
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
JMIR Serious Games 2019;7(2):e11565
Go back to the top of the top articles page
Skip top articles and go to footer section
| 7839 | 8 | 90 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 15584 | 5 | 83 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 7247 | 11 | 82 | |
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study
JMIR Serious Games 2020;8(3):e18822
Go back to the top of the top articles page
Skip top articles and go to footer section
| 4955 | 8 | 78 | |
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
JMIR Serious Games 2017;5(2):e8
Go back to the top of the top articles page
Skip top articles and go to footer section
| 8990 | 6 | 73 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 8376 | 15 | 71 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11500 | 32 | 68 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14959 | 8 | 65 | |
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis
JMIR Serious Games 2021;9(4):e30985
Go back to the top of the top articles page
Skip top articles and go to footer section
| 4215 | 15 | 65 | |