Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
Go back to the top of the top articles page
Skip top articles and go to footer section
| 93101 | 57 | 318 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 89187 | 181 | 78 | |
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
JMIR Serious Games 2013;1(1):e3
Go back to the top of the top articles page
Skip top articles and go to footer section
| 54846 | 84 | 329 | |
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016;4(2):e11
Go back to the top of the top articles page
Skip top articles and go to footer section
| 35577 | 29 | 303 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 26647 | 8 | 1 | |
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
JMIR Serious Games 2015;3(1):e3
Go back to the top of the top articles page
Skip top articles and go to footer section
| 20496 | 24 | 43 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 19414 | 15 | 11 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
Go back to the top of the top articles page
Skip top articles and go to footer section
| 19106 | 82 | 91 | |
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
Go back to the top of the top articles page
Skip top articles and go to footer section
| 17328 | 19 | 120 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 15224 | 5 | 74 | |
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
JMIR Serious Games 2018;6(1):e3
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14888 | 30 | 41 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14881 | 8 | 60 | |
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games 2013;1(1):e1
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14266 | 4 | 127 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
Go back to the top of the top articles page
Skip top articles and go to footer section
| 14021 | 31 | 138 | |
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
Go back to the top of the top articles page
Skip top articles and go to footer section
| 13441 | 43 | 53 | |
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
Go back to the top of the top articles page
Skip top articles and go to footer section
| 13028 | 27 | 93 | |
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
JMIR Serious Games 2017;5(2):e9
Go back to the top of the top articles page
Skip top articles and go to footer section
| 12486 | 23 | 7 | |
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
Go back to the top of the top articles page
Skip top articles and go to footer section
| 12450 | 7 | 104 | |
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss
JMIR Serious Games 2014;2(1):e2
Go back to the top of the top articles page
Skip top articles and go to footer section
| 12018 | 38 | 23 | |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study
JMIR Serious Games 2020;8(4):e25226
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11542 | 6 | 32 | |
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
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11441 | 32 | 63 | |
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games 2021;9(3):e29080
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11401 | 156 | 241 | |
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11271 | 17 | 107 | |
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
JMIR Serious Games 2015;3(2):e4
Go back to the top of the top articles page
Skip top articles and go to footer section
| 11092 | 16 | 45 | |
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study
JMIR Serious Games 2014;2(2):e5
Go back to the top of the top articles page
Skip top articles and go to footer section
| 10881 | 7 | 13 | |