Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 92364 | 57 | 305 | |
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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| 85527 | 181 | 64 | |
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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| 54431 | 84 | 314 | |
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016;4(2):e11
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| 34797 | 29 | 271 | |
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
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| 26602 | 7 | 1 | |
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
JMIR Serious Games 2015;3(1):e3
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| 20428 | 24 | 41 | |
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
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| 19215 | 15 | 10 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 18961 | 82 | 87 | |
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 17078 | 19 | 113 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 14807 | 8 | 57 | |
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
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| 14734 | 5 | 66 | |
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
JMIR Serious Games 2018;6(1):e3
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| 14572 | 30 | 40 | |
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games 2013;1(1):e1
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| 14225 | 4 | 117 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 13916 | 31 | 118 | |
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 13357 | 43 | 43 | |
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 12722 | 27 | 84 | |
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
JMIR Serious Games 2017;5(2):e9
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| 12466 | 23 | 6 | |
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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| 11999 | 38 | 22 | |
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
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| 11706 | 7 | 74 | |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study
JMIR Serious Games 2020;8(4):e25226
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| 11482 | 6 | 28 | |
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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| 11377 | 32 | 52 | |
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 11185 | 17 | 100 | |
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
JMIR Serious Games 2015;3(2):e4
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| 11047 | 16 | 43 | |
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study
JMIR Serious Games 2014;2(2):e5
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| 10790 | 7 | 13 | |
Gamification in Stress Management Apps: A Critical App Review
JMIR Serious Games 2017;5(2):e13
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| 10648 | 14 | 52 | |