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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

55283 84 351
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

36158 29 341
Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

93736 57 335
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12102 156 322
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

14114 31 155
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14298 4 135
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

17498 19 134
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis

JMIR Serious Games 2022;10(2):e34402

5454 24 123
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

12807 7 117
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

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

7119 10 106
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

13207 27 104
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

8773 7 102
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

JMIR Serious Games 2020;8(3):e18644

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

91717 181 95
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

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

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

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

7247 11 82
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study

JMIR Serious Games 2020;8(3):e18822

4955 8 78
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

JMIR Serious Games 2017;5(2):e8

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

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

11500 32 68
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

14959 8 65
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis

JMIR Serious Games 2021;9(4):e30985

4215 15 65

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