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1. Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review

JMIR Serious Games 2021;9(3):e29080

12939 156 475
2. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

JMIR Serious Games 2016;4(2):e11

37125 29 429
3. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers

JMIR Serious Games 2013;1(1):e3

56029 84 408
4. Just a Fad? Gamification in Health and Fitness Apps

JMIR Serious Games 2014;2(2):e9

94446 57 357
5. Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis

JMIR Serious Games 2022;10(2):e34402

6398 25 202
6. Virtual Reality Clinical Research: Promises and Challenges

JMIR Serious Games 2018;6(4):e10839

14395 31 195
7. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance

JMIR Serious Games 2020;8(3):e19037

13567 7 182
8. Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research

JMIR Serious Games 2018;6(3):e14

17774 19 155
9. Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study

JMIR Serious Games 2013;1(1):e1

14431 4 150
10. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

JMIR Serious Games 2020;8(3):e18644

6998 11 143
11. 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

94755 181 142
12. Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review

JMIR Serious Games 2020;8(1):e13459

7597 10 140
13. Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review

JMIR Serious Games 2018;6(4):e10965

13524 27 121
14. Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial

JMIR Serious Games 2014;2(2):e12

11462 17 120
15. A Serious Game for Clinical Assessment of Cognitive Status: Validation Study

JMIR Serious Games 2016;4(1):e7

9020 7 118
16. Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review

JMIR Serious Games 2020;8(2):e16841

7642 11 116
17. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights

JMIR Serious Games 2019;7(2):e11565

9529 8 110
18. An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study

JMIR Serious Games 2020;8(3):e18822

5341 8 106
19. How to Systematically Assess Serious Games Applied to Health Care

JMIR Serious Games 2014;2(2):e11

19478 82 103
20. 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

16345 5 103
21. Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis

JMIR Serious Games 2021;9(4):e30985

4749 15 100
22. Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

JMIR Serious Games 2021;9(3):e20066

3538 14 90
23. Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review

JMIR Serious Games 2021;9(2):e23822

5110 8 90
24. Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study

JMIR Serious Games 2020;8(2):e15635

9362 13 85
25. 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

11672 32 85

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