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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

85977 181 77
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

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

3709 117 9
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

54489 84 327
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

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

6679 66 43
Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

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

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

1823 46 0
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

13366 43 49
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study

JMIR Serious Games 2018;6(3):e11631

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

12004 38 22
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach

JMIR Serious Games 2017;5(1):e5

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

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

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

3167 35 21
Quittr: The Design of a Video Game to Support Smoking Cessation

JMIR Serious Games 2016;4(2):e19

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

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

7591 34 33
Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America

JMIR Serious Games 2017;5(4):e22

2661 34 2
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

JMIR Serious Games 2023;11(1):e38065

1133 33 6
Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

JMIR Serious Games 2019;7(2):e11960

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

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

3655 32 33
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

13938 31 130

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