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

JMIR Serious Games 2013;1(1):e3

54489 84 327
Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

92473 57 317
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

34946 29 297
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

10461 156 232
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

13938 31 130
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14240 4 124
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

17132 19 118
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

11191 17 107
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

11843 7 98
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

18977 82 91
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

12758 27 90
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

8589 7 90
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review

JMIR Serious Games 2020;8(1):e13459

6589 10 85
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

JMIR Serious Games 2019;7(2):e11565

7616 8 81
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis

JMIR Serious Games 2022;10(2):e34402

4103 24 81
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

85977 181 77
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

14823 5 73
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

JMIR Serious Games 2020;8(3):e18644

5547 11 71
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

8292 15 67
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

6680 11 67
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

JMIR Serious Games 2017;5(2):e8

8739 6 67
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

9397 14 62
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

11393 32 61
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

14821 8 60
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

4877 36 59

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