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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

93568 181 120
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12531 156 394
A Serious Game–Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial

JMIR Serious Games 2019;7(4):e14924

3806 117 9
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

55719 84 380
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

19331 82 98
Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity

JMIR Serious Games 2017;5(4):e21

6878 66 47
Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

94111 57 342
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

4256 50 30
The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey

JMIR Serious Games 2021;9(1):e20209

1907 46 0
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

6111 45 6
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

13611 43 68
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study

JMIR Serious Games 2018;6(3):e11631

3881 41 19
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss

JMIR Serious Games 2014;2(1):e2

12083 38 26
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

5438 37 0
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

4955 36 63
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

1045 36 7
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach

JMIR Serious Games 2017;5(1):e5

4791 36 25
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

4134 35 33
Quittr: The Design of a Video Game to Support Smoking Cessation

JMIR Serious Games 2016;4(2):e19

3869 35 31
Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis

JMIR Serious Games 2018;6(3):e15

2400 35 9
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

7750 34 37
Breaking Health Insurance Knowledge Barriers Through Games: Pilot Test of Health Care America

JMIR Serious Games 2017;5(4):e22

2730 34 3
Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study

JMIR Serious Games 2019;7(2):e11960

6269 33 40
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy

JMIR Serious Games 2023;11(1):e38065

1364 33 15
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

6044 33 0

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