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Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

HTML PDF 79857 57 205
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

HTML PDF 45699 84 180
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

HTML PDF 23989 23 127
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

HTML PDF 18035 24 31
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

HTML PDF 17357 82 61
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

HTML PDF 13477 8 35
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

HTML PDF 12449 4 63
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

HTML PDF 11402 43 24
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

HTML PDF 11150 23 3
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss

JMIR Serious Games 2014;2(1):e2

HTML PDF 11045 38 17
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

HTML PDF 10812 19 26
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

HTML PDF 10007 16 33
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

HTML PDF 9642 17 58
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

JMIR Serious Games 2014;2(2):e5

HTML PDF 9344 7 6
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

HTML PDF 9264 31 33
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

JMIR Serious Games 2018;6(1):e3

HTML PDF 8996 30 9
What Serious Video Games Can Offer Child Obesity Prevention

JMIR Serious Games 2014;2(2):e8

HTML PDF 8797 4 17
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

HTML PDF 8556 27 25
Engaging Elderly People in Telemedicine Through Gamification

JMIR Serious Games 2015;3(2):e9

HTML PDF 8307 20 23
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

JMIR Serious Games 2017;5(1):e2

HTML PDF 7950 14 31
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

HTML PDF 7931 32 17
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

HTML PDF 7679 14 24
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students

JMIR Serious Games 2019;7(1):e13028

HTML PDF 7626 22 12
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

HTML PDF 7027 7 39
The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents

JMIR Serious Games 2015;3(1):e1

HTML PDF 6768 12 22

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