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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| 55322 | 84 | 354 | |
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016;4(2):e11
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| 36208 | 29 | 344 | |
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 93771 | 57 | 335 | |
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games 2021;9(3):e29080
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| 12156 | 156 | 328 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 14135 | 31 | 160 | |
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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| 14302 | 4 | 135 | |
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 17520 | 19 | 135 | |
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis
JMIR Serious Games 2022;10(2):e34402
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| 5527 | 24 | 126 | |
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
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| 12840 | 7 | 125 | |
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 11349 | 17 | 113 | |
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
JMIR Serious Games 2020;8(1):e13459
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| 7150 | 10 | 108 | |
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 13227 | 27 | 105 | |
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016;4(1):e7
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| 8784 | 7 | 102 | |
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games 2020;8(3):e18644
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| 6209 | 11 | 101 | |
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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| 91901 | 181 | 97 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 19211 | 82 | 94 | |
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
JMIR Serious Games 2019;7(2):e11565
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| 7849 | 8 | 90 | |
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
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| 7267 | 11 | 84 | |
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
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| 15640 | 5 | 83 | |
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study
JMIR Serious Games 2020;8(3):e18822
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| 4978 | 8 | 80 | |
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
JMIR Serious Games 2017;5(2):e8
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| 9010 | 6 | 73 | |
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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| 8382 | 15 | 72 | |
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
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| 11510 | 32 | 69 | |
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis
JMIR Serious Games 2021;9(4):e30985
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| 4237 | 15 | 68 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 14963 | 8 | 65 | |