Development of an Exergame to Deliver a Sustained Dose of High-Intensity Training: Formative Pilot Randomized Trial
JMIR Serious Games 2018;6(1):e4
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| 422531 | 11 | 6 | |
Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach
JMIR Serious Games 2017;5(1):e5
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| 260703 | 36 | 15 | |
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016;4(1):e7
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| 172660 | 7 | 46 | |
Behavioral Economics, Wearable Devices, and Cooperative Games: Results From a Population-Based Intervention to Increase Physical Activity
JMIR Serious Games 2016;4(1):e1
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| 119210 | 9 | 10 | |
Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity
JMIR Serious Games 2014;2(2):e13
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| 114854 | 24 | 10 | |
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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| 111476 | 24 | 33 | |
The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
JMIR Serious Games 2015;3(1):e1
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| 107702 | 12 | 23 | |
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
JMIR Serious Games 2018;6(1):e2
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| 102625 | 15 | 37 | |
Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study
JMIR Serious Games 2016;4(1):e2
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| 96214 | 9 | 6 | |
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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| 93657 | 30 | 16 | |
The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial
JMIR Serious Games 2016;4(1):e4
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| 91911 | 4 | 23 | |
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 91518 | 57 | 219 | |
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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| 90187 | 4 | 73 | |
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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| 86202 | 38 | 17 | |
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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| 83582 | 84 | 200 | |
Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation
JMIR Serious Games 2016;4(1):e3
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| 82486 | 5 | 18 | |
The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences
JMIR Serious Games 2018;6(1):e1
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| 82441 | 19 | 23 | |
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women
JMIR Serious Games 2016;4(1):e8
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| 82302 | 11 | 15 | |
Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology
JMIR Serious Games 2017;5(1):e1
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| 79661 | 2 | 6 | |
Virtual Travel Training for Autism Spectrum Disorder: Proof-of-Concept Interventional Study
JMIR Serious Games 2018;6(1):e5
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| 79037 | 16 | 21 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 78054 | 8 | 37 | |
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
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| 77993 | 14 | 33 | |
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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| 73631 | 181 | 1 | |
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
JMIR Serious Games 2016;4(1):e6
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| 70278 | 36 | 42 | |
Game-Based Rehabilitation for Myoelectric Prosthesis Control
JMIR Serious Games 2017;5(1):e3
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| 67087 | 8 | 23 | |