| 1.
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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| 94826 | 181 | 143 | |
| 2.
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 94459 | 57 | 363 | |
| 3.
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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| 56041 | 84 | 410 | |
| 4.
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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| 37152 | 29 | 433 | |
| 5.
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
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| 26819 | 8 | 5 | |
| 6.
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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| 20674 | 24 | 47 | |
| 7.
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
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| 19743 | 15 | 16 | |
| 8.
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 19483 | 82 | 105 | |
| 9.
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 17788 | 19 | 157 | |
| 10.
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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| 16356 | 5 | 103 | |
| 11.
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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| 15398 | 30 | 56 | |
| 12.
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 15082 | 8 | 72 | |
| 13.
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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| 14434 | 4 | 153 | |
| 14.
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 14405 | 31 | 198 | |
| 15.
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 13687 | 43 | 70 | |
| 16.
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
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| 13585 | 7 | 182 | |
| 17.
Retracted: Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 13538 | 27 | 124 | |
| 18.
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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| 12973 | 156 | 476 | |
| 19.
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
JMIR Serious Games 2017;5(2):e9
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| 12598 | 23 | 11 | |
| 20.
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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| 12105 | 38 | 27 | |
| 21.
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study
JMIR Serious Games 2020;8(4):e25226
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| 11779 | 6 | 35 | |
| 22.
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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| 11675 | 32 | 87 | |
| 23.
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 11462 | 17 | 121 | |
| 24.
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
JMIR Serious Games 2015;3(2):e4
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| 11235 | 16 | 47 | |
| 25.
Gamification in Stress Management Apps: A Critical App Review
JMIR Serious Games 2017;5(2):e13
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| 11131 | 14 | 74 | |