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Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

HTML PDF 81169 57 210
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

HTML PDF 46378 84 188
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

HTML PDF 24986 23 134
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

JMIR Serious Games 2015;3(1):e3

HTML PDF 18351 24 32
How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

HTML PDF 17497 82 61
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

JMIR Serious Games 2015;3(1):e2

HTML PDF 13565 8 36
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

HTML PDF 12633 4 68
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study

JMIR Serious Games 2016;4(2):e18

HTML PDF 11520 43 27
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

HTML PDF 11443 19 36
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study

JMIR Serious Games 2017;5(2):e9

HTML PDF 11310 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 11153 38 17
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis

JMIR Serious Games 2015;3(2):e4

HTML PDF 10134 16 34
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

HTML PDF 9794 17 62
Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

HTML PDF 9735 31 44
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study

JMIR Serious Games 2014;2(2):e5

HTML PDF 9523 7 6
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 9520 30 12
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

HTML PDF 8985 27 28
What Serious Video Games Can Offer Child Obesity Prevention

JMIR Serious Games 2014;2(2):e8

HTML PDF 8925 4 17
Engaging Elderly People in Telemedicine Through Gamification

JMIR Serious Games 2015;3(2):e9

HTML PDF 8476 20 26
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

HTML PDF 8153 15 2
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 8110 32 18
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 8091 14 31
Gamification in Stress Management Apps: A Critical App Review

JMIR Serious Games 2017;5(2):e13

HTML PDF 7980 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 7828 22 15
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

HTML PDF 7174 7 42

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