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Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

89202 57 219
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

69077 181 1
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

51807 84 200
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

31822 29 145
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

26308 7 0
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

20067 24 33
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

18422 82 65
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

16751 15 3
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

15573 19 45
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

14460 8 37
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

13708 4 73
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review

JMIR Serious Games 2018;6(1):e3

13117 30 16
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

12801 43 28
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

12745 31 54
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

12349 23 4
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

11989 5 4
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss

JMIR Serious Games 2014;2(1):e2

11813 38 17
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

11618 27 37
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

10818 17 66
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study

JMIR Serious Games 2020;8(4):e25226

10806 6 6
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

10745 16 35
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

JMIR Serious Games 2014;2(2):e5

10377 7 6
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

10340 32 23
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

9836 14 26
Engaging Elderly People in Telemedicine Through Gamification

JMIR Serious Games 2015;3(2):e9

9624 20 30

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