Games for Health Journal

Papers
(The median citation count of Games for Health Journal is 2. 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 2021-04-01 to 2025-04-01.)
ArticleCitations
A Videogame-Based Approach to Measuring Information Processing Speed in Multiple Sclerosis Patients45
A Smoking Prevention Intervention Among Young People in an Online Community Game: Results from a Pilot Randomized Controlled Trial42
Acceptability of a Game-Based Intervention to Prevent Adolescent Prescription Opioid Misuse33
Exergames Training Effects on Gait During Single and Dual Tasks in Sexagenarian Women28
Physiological Responses of Exergaming Boxing in Adults: A Systematic Review and Meta-Analysis25
Reality and Virtual: Hemodynamic Variables and Rating of Perceived Exertion Between Dance Sessions and Active Videogame Just Dance in Women24
The Efficacy of Guided and Unguided Game-Based Cognitive-Behavioral Therapy in Reducing Distress in College Students23
Acute Effects of Heart Rate-Controlled Exergaming on Vascular Function in Young Adults23
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial19
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design19
Acknowledgment of Reviewers: 202117
Interactive Videogame Improved Rehabilitation Motivation and Walking Speed in Chronic Stroke Patients: A Dual-Center Controlled Trial14
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp13
Go Across Immersive Technology: A Preliminary Study of the Design and Development of a System for Gait Training Using Virtual Reality12
Awe Inducing Elements in Virtual Reality Applications: A Prospective Study of Hospitalized Children and Caregivers12
Digital Game-Based Korean Language Learning for Russian Immigrant Children12
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages12
The Effect of Video-Based Games on Hand Functions and Cognitive Functions in Cerebral Palsy12
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study11
Effectiveness of Serious Games in Evaluating Cognitive Status of the Elderly: A Systematic Review and Meta-Analysis11
Cognitive Computerized Training for Older Adults and Patients with Neurological Disorders: Do the Amount and Training Modality Count? An Umbrella Meta-Regression Analysis11
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis10
Heal Me!-Investigating the “Red Potion” Concept and Its Influence on Gamers’ Cardiovascular Endurance10
The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis10
An Original Remote Digital Serious Game for Neonatal Resuscitation Training: New Opportunities from COVID-19 Era10
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis10
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1210
Correction to: Games for Health Journal 2022; 11(2): 85–929
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury9
The Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Pain, Disability, Function, and Balance in Knee Osteoarthritis: A Prospective Randomized Controlled Study9
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 Trial9
“STAR WARS: The first Jedi” Gamification Program: Use of a Mobile App to Improve Body Composition in College Students9
Investigation on the Efficiency of the Closed Kinetic Chain and Video-Based Game Exercise Programs in the Rotator Cuff Rupture: A Randomized Trial9
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial9
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review8
BOXVR Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial8
Iterative Design, Feasibility, and Preliminary Efficacy Testing for the Development of a Cooperative Card Game Intervention to Reduce Loneliness and Foster Social Connection8
Effect of Exergame Intervention on Balance Ability of Adolescents: A Randomized Controlled Trial7
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation7
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study7
Effectiveness of Game-Based Solutions in Patients with Total Hip and Knee Arthroplasty: A Systematic Review of Randomized Controlled Trials7
Using Participatory Design Methods to Explore Changes in the Self-Efficacy of Students with Visual Impairments After Playing Exergames6
Evaluation of a Novel Step Training Mobile App Intervention in Cardiopulmonary Rehabilitation: A Single-Arm Prospective Cohort Study6
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance6
Acknowledgment of Reviewers: 20226
Evaluation of Processing Speed of Different Cognitive Functions Across the Life Span Using Cognitive Mobile Games6
A Study on the Efficacy of the Tabletop Roleplaying Game Dungeons & Dragons for Improving Mental Health and Self-Concepts in a Community Sample6
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being5
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness5
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis5
Acknowledgment of Reviewers: 20235
Reducing Stigma Toward People with Serious Mental Illness Through a Virtual Reality Intervention: A Randomized Controlled Trial5
Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?5
Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study5
Development of a Videogame for the Promotion of Active Aging Through Depression Prevention, Healthy Lifestyle Habits, and Cognitive Stimulation for Middle-to-Older Aged Adults5
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 Pain5
Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury5
Effects of Resistance Exercise Combined with Cognitive Intervention Therapy on Cognitive Decline: A Randomized Controlled Trial of a Cognitively Declining Elderly Population5
Effects of Nintendo Ring Fit Adventure Exergame on Pain and Psychological Factors in Patients with Chronic Low Back Pain5
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research5
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis4
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke4
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults4
Effectiveness of Game-Based Self-Management Interventions for Individuals with Diabetes: A Systematic Review and Meta-analysis of Randomized Controlled Trials4
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention4
The “STAR WARS: The First Jedi” Program—Effects of Gamification on Psychological Well-Being of College Students4
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial4
Does Physical Dance Training with Virtual Games Change Muscle Quality of Community-Dwelling Older Women?3
The Effect of Exergame Training on Physical Functioning of Healthy Older Adults: A Meta-Analysis3
Virtual Reality Exergaming Capability to Change Muscle Strategy During the Limits of Stability Test and Reduce Fear of Falling in Primary Osteoporotic Women3
Using a Serious Game as an Elicitation Tool in Interview Research: Reflections on Methodology3
Effects of Virtual Reality on Transtibial Amputation Rehabilitation Outcomes: A Randomized Study3
Motor Rehabilitation of Upper Limbs Using a Gesture-Based Serious Game: Evaluation of Usability and User Experience3
The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge3
Effect of Exergaming on Quality of Life, Fatigue, and Strength and Endurance Muscle in Cancer Patients: A Randomized Crossover Trial3
A Smartphone App for Promoting Mental Well-being and Awareness of Anxious Symptoms in Adolescents: A Pilot Cluster Randomized Controlled Trial3
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 wit3
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device3
Natural Course and Predictors of Sustained Exergaming in Young Adults3
Older Adults’ Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial3
Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy3
Assessment of Boys' Responses to Interpersonal Conflict in Virtual Reality3
The Effect of Virtual Reality on Cold Pain Sensitivity in Patients with Fibromyalgia and Pain-Free Individuals: A Randomized Crossover Study3
The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction3
Acknowledgment of Reviewers: 20242
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory2
Exergaming for Physical Therapy in Patients with Down Syndrome: A Systematic Review and Meta-Analysis of Randomized-Controlled Trials2
Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance2
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach2
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients’ Simulation in Nursing Education2
Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination2
Player 2 Has Entered the Game: Extended Reality and Games for Health2
Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise2
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era o2
Fostering Social Interaction Between Hearing Impaired and Hearing Children: The Validation of Design and Interaction Strategies Through a Peer Interaction Game2
Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study2
Active Videogame Training Combined with Conventional Therapy Alters Body Oscillation in Children with Cerebral Palsy: A Randomized Controlled Trial2
Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial2
C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial2
Gameful Experience Scale: Reliability and Validity in Nursing Students2
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review2
The Impact of Virtual Reality Intervention on Emotion Regulation and Executive Functions in Autistic Children2
Costs of an Off-the-Shelf Exergame Intervention in Patients with Heart Failure2
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury2
Virtual Reality Intervention and Its Impact on Upper Extremity Function in the Stroke Population: A Scoping Review2
Gaming Preferences and Motivations Among Bullied Sexual and Gender Minority Youth: An Interview Study2
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach2
Virtual Reality Game Selection for Traumatic Brain Injury Rehabilitation: A Therapist's Wish List for Game Developers2
Concurrent Validity of Measures of Upper Extremity Function Derived from Videogame-Based Motion Capture for Children with Hemiplegia2
Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients2
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