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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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| 93362 | 181 | 120 | |
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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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| 12486 | 156 | 388 | |
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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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| 3799 | 117 | 9 | |
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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
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| 55665 | 84 | 370 | |
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How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 19318 | 82 | 98 | |
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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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| 6873 | 66 | 47 | |
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Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 94070 | 57 | 342 | |
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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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| 4250 | 50 | 29 | |
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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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| 1902 | 46 | 0 | |
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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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| 5948 | 45 | 5 | |
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Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 13601 | 43 | 67 | |
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3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study
JMIR Serious Games 2018;6(3):e11631
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| 3875 | 41 | 18 | |
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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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| 12082 | 38 | 26 | |
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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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| 4513 | 37 | 0 | |
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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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| 4952 | 36 | 63 | |
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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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| 1030 | 36 | 7 | |
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Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
JMIR Serious Games 2017;5(1):e5
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| 4791 | 36 | 25 | |
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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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| 4104 | 35 | 33 | |
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Quittr: The Design of a Video Game to Support Smoking Cessation
JMIR Serious Games 2016;4(2):e19
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| 3862 | 35 | 31 | |
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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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| 2395 | 35 | 9 | |
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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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| 7744 | 34 | 35 | |
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Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America
JMIR Serious Games 2017;5(4):e22
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| 2723 | 34 | 3 | |
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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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| 6259 | 33 | 40 | |
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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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| 1357 | 33 | 13 | |
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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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| 4971 | 33 | 0 | |