| 1.
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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| 94440 | 181 | 130 | |
| 2.
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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| 12789 | 156 | 434 | |
| 3.
A Serious Game–Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial
JMIR Serious Games 2019;7(4):e14924
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| 3828 | 117 | 9 | |
| 4.
Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People’s Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Exploratory Randomized Controlled Study
JMIR Serious Games 2025;13(1):e76522
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| 6722 | 110 | 7 | |
| 5.
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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| 55923 | 84 | 395 | |
| 6.
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 19430 | 82 | 98 | |
| 7.
Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
JMIR Serious Games 2017;5(4):e21
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| 6911 | 66 | 49 | |
| 8.
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 94340 | 57 | 349 | |
| 9.
A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial
JMIR Serious Games 2019;7(2):e12431
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| 4292 | 50 | 34 | |
| 10.
The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey
JMIR Serious Games 2021;9(1):e20209
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| 1920 | 46 | 1 | |
| 11.
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 13644 | 43 | 69 | |
| 12.
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study
JMIR Serious Games 2018;6(3):e11631
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| 3894 | 41 | 20 | |
| 13.
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss
JMIR Serious Games 2014;2(1):e2
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| 12100 | 38 | 26 | |
| 14.
Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study
JMIR Serious Games 2025;13(1):e84219
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| 5915 | 37 | 0 | |
| 15.
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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| 4971 | 36 | 65 | |
| 16.
Serious Games Without Screens. Comment on “Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review”
JMIR Serious Games 2022;10(1):e34656
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| 1081 | 36 | 7 | |
| 17.
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
JMIR Serious Games 2017;5(1):e5
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| 4800 | 36 | 27 | |
| 18.
A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study
JMIR Serious Games 2021;9(3):e26824
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| 4203 | 35 | 35 | |
| 19.
Quittr: The Design of a Video Game to Support Smoking Cessation
JMIR Serious Games 2016;4(2):e19
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| 3881 | 35 | 31 | |
| 20.
Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis
JMIR Serious Games 2018;6(3):e15
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| 2414 | 35 | 9 | |
| 21.
Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) Randomized Clinical Trial
JMIR Serious Games 2025;13(1):e75161
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| 7284 | 34 | 0 | |
| 22.
A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”
JMIR Serious Games 2020;8(4):e24986
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| 7791 | 34 | 38 | |
| 23.
Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America
JMIR Serious Games 2017;5(4):e22
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| 2754 | 34 | 3 | |
| 24.
Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study
JMIR Serious Games 2019;7(2):e11960
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| 6321 | 33 | 44 | |
| 25.
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy
JMIR Serious Games 2023;11(1):e38065
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| 1443 | 33 | 16 | |