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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

94593 181 135
2. Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12866 156 454
3. A Serious Game–Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial

JMIR Serious Games 2019;7(4):e14924

3840 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

6850 110 9
5. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

55999 84 403
6. How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

19453 82 101
7. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity

JMIR Serious Games 2017;5(4):e21

6922 66 50
8. Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

94420 57 352
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

4303 50 35
10. The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey

JMIR Serious Games 2021;9(1):e20209

1934 46 1
11. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

13668 43 69
12. 3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study

JMIR Serious Games 2018;6(3):e11631

3899 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

12101 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

6006 37 1
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

4982 36 65
16. 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

7605 36 1
17. 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

1093 36 7
18. Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach

JMIR Serious Games 2017;5(1):e5

4805 36 27
19. 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

4233 35 38
20. Quittr: The Design of a Video Game to Support Smoking Cessation

JMIR Serious Games 2016;4(2):e19

3885 35 31
21. Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis

JMIR Serious Games 2018;6(3):e15

2422 35 10
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

7796 34 39
23. Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America

JMIR Serious Games 2017;5(4):e22

2756 34 3
24. Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

JMIR Serious Games 2019;7(2):e11960

6333 33 47
25. A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

JMIR Serious Games 2023;11(1):e38065

1466 33 19

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