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 2022-08-01 to 2026-08-01.)
ArticleCitations
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 Trial50
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis43
A Smoking Prevention Intervention Among Young People in an Online Community Game: Results from a Pilot Randomized Controlled Trial37
Heal Me!-Investigating the “Red Potion” Concept and Its Influence on Gamers’ Cardiovascular Endurance37
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages31
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury28
The Cortical Structural Mediators of Cognitive Enhancement in Computer Game Players: Evidence From Mendelian Randomization28
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1228
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance27
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness24
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation23
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults23
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study23
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research23
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis22
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis21
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach21
Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review21
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach19
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era o18
The Wii-Volution in Rehabilitation, A Legacy Interrupted18
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory16
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets15
The Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial15
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 wit15
Construction and Empirical Study of a Somatosensory Game-Based Activity Model for the Development of Children’s Locomotor Skills14
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial13
Effectiveness of Virtual Reality-Based Simulation Using the Nintendo Wii Balance Board for Assessing the Risk of Falls in Young and Older Adults13
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming13
Games for Mental Health13
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
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review12
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis12
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial12
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study12
Virtual Reality-Induced Dissociative Symptoms: A Retrospective Study12
Assessment of Topographical Orientation Cognitive Functions Using a Virtual Reality Game11
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis11
Digital Game-Based Korean Language Learning for Russian Immigrant Children11
Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review11
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis11
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study10
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device10
Flow Optimizer Framework: Validation of a Dynamic Difficulty Adjustment System for Serious Games10
Serious Gaming for Upper Limbs Rehabilitation—Game Controllers Features: A Scoping Review10
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention10
Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases10
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial10
Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for Games for Health Journal9
Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial9
Digital Educational Game “O Jardim do Ferro”: A Tool for the Prevention of Iron Deficiency Anemia in Childhood9
Gameful Experience Scale: Reliability and Validity in Nursing Students9
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review9
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury9
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 Work8
Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial8
The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial8
Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects with Stroke8
The Effect of Game-Based Virtual Reality Rehabilitation and Its Impact on Upper Extremity Function After Arthroscopic Rotator Cuff Repair: A Randomized Controlled Trial8
Exergaming Improves Cardiac Risk Factors in Prostate Cancer Patients: A Single-Blinded Randomized Controlled Trial8
The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial8
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System8
A Scoping Review on Mobile Health Technology for Assessment and Intervention of Upper Limb Motor Function in Children with Motor Impairments8
Effects of Active Video Games on Energy Expenditure and Weight Management Among Young Adults: A Systematic Review8
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Tria8
MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder8
The Effects of Virtual Reality Physiotherapy Interventions on Cardiopulmonary Function and Breathing Control in Cystic Fibrosis: A Systematic Review7
The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis7
Cognitive Computerized Training for Older Adults and Patients with Neurological Disorders: Do the Amount and Training Modality Count? An Umbrella Meta-Regression Analysis7
Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities7
Feasibility of a Mobile Exergame for Patients with Heart Failure7
BOXVR Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial7
Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults7
Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials7
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study7
Improving Health Care Training: A Serious Game Approach to Malnutrition Screening7
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design6
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp6
Acknowledgment of Reviewers: 20236
Investigation on the Efficiency of the Closed Kinetic Chain and Video-Based Game Exercise Programs in the Rotator Cuff Rupture: A Randomized Trial6
Interactive Videogame Improved Rehabilitation Motivation and Walking Speed in Chronic Stroke Patients: A Dual-Center Controlled Trial6
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial6
The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction6
Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial5
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke5
Costs of an Off-the-Shelf Exergame Intervention in Patients with Heart Failure5
Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination5
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 Trial5
Be Ahead of the Game! A Systematic Review on Serious Games Aiming to Enhance Hospital Management Knowledge and Health Care Administrative Skills Acquisition5
Effects of Exergame Balance Training with Variable Cognitive Motor Challenges on Serum BDNF, p-tau181, and Cognitive Functions in Adults with Mild Cognitive Impairment: A Randomized Trial5
Virtual Reality Game Selection for Traumatic Brain Injury Rehabilitation: A Therapist's Wish List for Game Developers5
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients’ Simulation in Nursing Education5
Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study5
Sound and Third-Person Perspective in Virtual Reality Improves Awe: A Prospective Study of Hospitalized Children and Caregivers5
Randomized Controlled Trial of Starship Rescue: A Cognitive Behavior Therapy and Biofeedback-Based Computer Game to Treat Anxiety in Children and Young People with Long-Term Physical Conditions5
Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients5
The Effect of a Reminiscence Therapy-Based Hybrid Board Game on Anxiety and Loneliness Levels in Older Adults: An Experimental Study4
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning4
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 Study4
Establishing the Validity and Reliability of an Online Motor Learning Game: Applications for Alzheimer's Disease Research Within MindCrowd4
Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games4
Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review4
Effects of Virtual Reality-Based Exercise on Physical Fitness in People with Intellectual Disability: A Systematic Review of Randomized Controlled Trials4
Effectiveness of a Game-Based Mobile Application in Educating Nursing Students on Venous Blood Specimen Collection: A Randomized Controlled Trial4
Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study4
Natural Course and Predictors of Sustained Exergaming in Young Adults3
The Cognitive Processes Behind Commercialized Board Games for Intervening in Mental Health and Education: A Committee of Experts3
Active Videogame Training Combined with Conventional Therapy Alters Body Oscillation in Children with Cerebral Palsy: A Randomized Controlled Trial3
Playing to Connect: Development of a Gaming Motivation Scale and Exploration of Social Benefits Among the Blind and Visually Impaired3
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial3
“STAR WARS: The first Jedi” Gamification Program: Use of a Mobile App to Improve Body Composition in College Students3
To Evaluate the Feasibility of Exergames for Fine Motor Skill Rehabilitation Among Acute Stroke Patients in a Tertiary Hospital: A Quasi-experimental Study3
Older Adults’ Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial3
Digital Health for Aging in Place: A Co-Design Study3
Player 2 Has Entered the Game: Extended Reality and Games for Health3
Correction to: Games for Health Journal 2022; 11(2): 85–923
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being3
Effects of Virtual Reality on Transtibial Amputation Rehabilitation Outcomes: A Randomized Study3
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 Effectiveness of Video-Based Game Exercise Therapy Applications in Pes Planus Rehabilitation: A Randomized Controlled Trial3
Reducing Stigma Toward People with Serious Mental Illness Through a Virtual Reality Intervention: A Randomized Controlled Trial3
Feasibility, Acceptability, and Tolerability of Fully-Immersive Virtual Reality Use Among Individuals with Neurological Conditions: A Mixed Methods Study3
The Efficacy of Guided and Unguided Game-Based Cognitive-Behavioral Therapy in Reducing Distress in College Students3
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