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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

94543 181 134
2. Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

94407 57 350
3. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

55971 84 399
4. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

37036 29 419
5. Perceptions of Cognitive Training Games and Assessment Technologies for Dementia: Acceptability Study With Patient and Public Involvement Workshops

JMIR Serious Games 2022;10(2):e32489

26798 8 5
6. Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

20650 24 46
7. Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process

JMIR Serious Games 2019;7(4):e13695

19714 15 16
8. How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

19450 82 99
9. Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

17719 19 153
10. Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study

JMIR Serious Games 2021;9(2):e26808

16256 5 102
11. Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

JMIR Serious Games 2018;6(1):e3

15373 30 53
12. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

15067 8 70
13. Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14416 4 147
14. Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

14318 31 190
15. Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

13665 43 69
16. Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

13495 27 119
17. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

13467 7 176
18. Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12843 156 449
19. Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

12591 23 11
20. 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
21. A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study

JMIR Serious Games 2020;8(4):e25226

11741 6 34
22. 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

11665 32 82
23. Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

11451 17 119
24. Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

11226 16 47
25. Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

11124 14 73

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