Games for Health Journal

Papers
(The median citation count of Games for Health Journal is 3. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-11-01 to 2025-11-01.)
ArticleCitations
Acknowledgment of Reviewers: 202142
Heal Me!-Investigating the “Red Potion” Concept and Its Influence on Gamers’ Cardiovascular Endurance40
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages34
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1229
A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial28
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis27
A Smoking Prevention Intervention Among Young People in an Online Community Game: Results from a Pilot Randomized Controlled Trial24
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury24
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults23
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness20
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study20
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance20
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation18
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research18
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis18
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis18
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach16
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach16
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era o16
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory15
Games for Mental Health14
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial14
Physical Activity and Exergames Among Older Adults: A Scoping Review14
Feasibility, Acceptability, and Preliminary Impact of Full-Body Interaction on Computerized Cognitive Training Based on Instrumental Activities of Daily Living: A Pilot Randomized Controlled Trial wit14
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets14
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming14
Effectiveness of Active Video Games Used to Augment Physical Therapy for Improving Gross Motor Outcomes of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis13
Effects of an 8-Week Virtual Reality Training Program on Pain, Fall Risk, and Quality of Life in Elderly Women with Chronic Low Back Pain: Double-Blind Randomized Clinical Trial13
Virtual Reality-Induced Dissociative Symptoms: A Retrospective Study13
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis12
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review12
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis11
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study11
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial11
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis10
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study10
Serious Gaming for Upper Limbs Rehabilitation—Game Controllers Features: A Scoping Review10
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review10
Acute Effects of Heart Rate-Controlled Exergaming on Vascular Function in Young Adults10
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial10
Digital Game-Based Korean Language Learning for Russian Immigrant Children10
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device9
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury9
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review9
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention9
Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for Games for Health Journal8
MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder8
Effects of Mat Exergame-Based Multicomponent Training on the Standing Balance of Community-Dwelling Older Adults With and Without Fall Risk8
Digital Educational Game “O Jardim do Ferro”: A Tool for the Prevention of Iron Deficiency Anemia in Childhood8
Gameful Experience Scale: Reliability and Validity in Nursing Students8
Running App “Zombies, Run!” Users' Engagement with Physical Activity: A Qualitative Study8
Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review8
Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial8
Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial7
Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials7
A Scoping Review on Mobile Health Technology for Assessment and Intervention of Upper Limb Motor Function in Children with Motor Impairments7
Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work7
Exergaming Improves Cardiac Risk Factors in Prostate Cancer Patients: A Single-Blinded Randomized Controlled Trial7
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Tria7
Effects of Active Video Games on Energy Expenditure and Weight Management Among Young Adults: A Systematic Review7
The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial7
The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial7
Health Communication in Games at the Early Stage of COVID-19 Epidemic: A Grounded Theory Study Based on Plague, Inc.7
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System7
Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects with Stroke6
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study6
Acceptability of a Game-Based Intervention to Prevent Adolescent Prescription Opioid Misuse6
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial6
Personalized Touch-Based Exergame System for Unilateral and Bilateral Rehabilitation Training6
Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities6
Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults6
Loss Aversion Explains Physical Activity Changes in a Behavioral Gamification Trial6
The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis6
Effects of Tabletop Games on Cognition in Older Adults: A Systematic Review and Meta-Analysis6
The Effects of Virtual Reality Physiotherapy Interventions on Cardiopulmonary Function and Breathing Control in Cystic Fibrosis: A Systematic Review6
Feasibility of a Mobile Exergame for Patients with Heart Failure6
Improving Health Care Training: A Serious Game Approach to Malnutrition Screening6
Where Exactly Is the Therapist in Virtual Reality and Game-Based Rehabilitation Applications? A Randomized Controlled Trial in Children with Specific Learning Disability6
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design5
Does Physical Dance Training with Virtual Games Change Muscle Quality of Community-Dwelling Older Women?5
Costs of an Off-the-Shelf Exergame Intervention in Patients with Heart Failure5
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp5
BOXVR Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial5
Acknowledgment of Reviewers: 20235
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients’ Simulation in Nursing Education5
Cognitive Computerized Training for Older Adults and Patients with Neurological Disorders: Do the Amount and Training Modality Count? An Umbrella Meta-Regression Analysis5
The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction5
Interactive Videogame Improved Rehabilitation Motivation and Walking Speed in Chronic Stroke Patients: A Dual-Center Controlled Trial5
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke5
Virtual Reality Game Selection for Traumatic Brain Injury Rehabilitation: A Therapist's Wish List for Game Developers5
Investigation on the Efficiency of the Closed Kinetic Chain and Video-Based Game Exercise Programs in the Rotator Cuff Rupture: A Randomized Trial5
Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial4
Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial4
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning4
Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination4
Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients4
Be Ahead of the Game! A Systematic Review on Serious Games Aiming to Enhance Hospital Management Knowledge and Health Care Administrative Skills Acquisition4
Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study4
Gaming Preferences and Motivations Among Bullied Sexual and Gender Minority Youth: An Interview Study4
Effectiveness of a Game-Based Mobile Application in Educating Nursing Students on Venous Blood Specimen Collection: A Randomized Controlled Trial4
“STAR WARS: The first Jedi” Gamification Program: Use of a Mobile App to Improve Body Composition in College Students3
The Efficacy of Guided and Unguided Game-Based Cognitive-Behavioral Therapy in Reducing Distress in College Students3
Comparison of the Acute Effects of Virtual Reality Exergames and Core Stability Exercises on Cognitive Factors, Pain, and Fear Avoidance Beliefs in People with Chronic Nonspecific Low Back Pain3
The Effect of Robot-Mediated Virtual Reality Gaming on Upper Limb Spasticity Poststroke: A Randomized-Controlled Trial3
Establishing the Validity and Reliability of an Online Motor Learning Game: Applications for Alzheimer's Disease Research Within MindCrowd3
The Cognitive Processes Behind Commercialized Board Games for Intervening in Mental Health and Education: A Committee of Experts3
Correction to: Games for Health Journal 2022; 11(2): 85–923
Older Adults’ Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial3
The Effect of a Reminiscence Therapy-Based Hybrid Board Game on Anxiety and Loneliness Levels in Older Adults: An Experimental Study3
Effects of Virtual Reality-Based Exercise on Physical Fitness in People with Intellectual Disability: A Systematic Review of Randomized Controlled Trials3
The Effects of Stress Mindset, Manipulated Through Serious Game Intervention, on Performance and Situation Awareness of Elite Female Football Players in the Context of a Match: An Experimental Study3
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial3
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being3
Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games3
Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review3
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