Games for Health Journal

Papers
(The TQCC of Games for Health Journal is 9. 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 2022-05-01 to 2026-05-01.)
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 Trial47
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis37
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1234
A Smoking Prevention Intervention Among Young People in an Online Community Game: Results from a Pilot Randomized Controlled Trial32
Heal Me!-Investigating the “Red Potion” Concept and Its Influence on Gamers’ Cardiovascular Endurance30
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages29
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury27
The Cortical Structural Mediators of Cognitive Enhancement in Computer Game Players: Evidence From Mendelian Randomization27
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness24
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance24
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study23
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation22
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults22
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis21
Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review20
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research19
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach19
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis19
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era o17
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach17
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory17
The Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial16
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 wit16
The Wii-Volution in Rehabilitation, A Legacy Interrupted14
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets14
Construction and Empirical Study of a Somatosensory Game-Based Activity Model for the Development of Children’s Locomotor Skills14
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming13
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial13
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-Analysis12
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis12
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study12
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis11
Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review11
Virtual Reality-Induced Dissociative Symptoms: A Retrospective Study11
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis11
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review11
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study11
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial11
Serious Gaming for Upper Limbs Rehabilitation—Game Controllers Features: A Scoping Review10
Flow Optimizer Framework: Validation of a Dynamic Difficulty Adjustment System for Serious Games10
Digital Game-Based Korean Language Learning for Russian Immigrant Children10
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial10
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury10
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention10
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device10
Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases10
MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder9
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review9
The Effect of Emergency Escape Room Simulation on Knowledge, Anxiety, and Satisfaction Levels of Students: A Randomized Controlled Trial9
Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial9
Effects of Mat Exergame-Based Multicomponent Training on the Standing Balance of Community-Dwelling Older Adults With and Without Fall Risk9
Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial9
Gameful Experience Scale: Reliability and Validity in Nursing Students9
Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review9
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