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Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

91413 57 277
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

80436 181 31
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

53768 84 264
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

33777 29 228
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

26507 7 0
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

20346 24 37
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

18809 82 81
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

18664 15 7
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

16674 19 91
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

14736 8 52
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

JMIR Serious Games 2018;6(1):e3

14118 30 33
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14071 4 101
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

14068 5 44
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

13537 31 83
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

13207 43 39
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

12425 23 5
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

12317 27 68
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss

JMIR Serious Games 2014;2(1):e2

11935 38 19
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study

JMIR Serious Games 2020;8(4):e25226

11368 6 24
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

11105 32 41
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

11068 17 86
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

10938 16 41
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

10707 7 36
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

JMIR Serious Games 2014;2(2):e5

10614 7 12
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

10377 14 44

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