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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| 85977 | 181 | 77 | |
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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| 10461 | 156 | 232 | |
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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| 3709 | 117 | 9 | |
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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| 54489 | 84 | 327 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 18977 | 82 | 91 | |
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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| 6679 | 66 | 43 | |
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 92473 | 57 | 317 | |
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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| 4043 | 50 | 23 | |
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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| 1823 | 46 | 0 | |
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 13366 | 43 | 49 | |
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study
JMIR Serious Games 2018;6(3):e11631
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| 3769 | 41 | 14 | |
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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| 12004 | 38 | 22 | |
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
JMIR Serious Games 2017;5(1):e5
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| 4681 | 36 | 24 | |
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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| 916 | 36 | 5 | |
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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| 4877 | 36 | 59 | |
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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| 3167 | 35 | 21 | |
Quittr: The Design of a Video Game to Support Smoking Cessation
JMIR Serious Games 2016;4(2):e19
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| 3769 | 35 | 29 | |
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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| 2285 | 35 | 6 | |
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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| 7591 | 34 | 33 | |
Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America
JMIR Serious Games 2017;5(4):e22
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| 2661 | 34 | 2 | |
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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| 1133 | 33 | 6 | |
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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| 5995 | 33 | 32 | |
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
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| 11393 | 32 | 61 | |
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic
JMIR Serious Games 2022;10(1):e29987
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| 3655 | 32 | 33 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 13938 | 31 | 130 | |