Games for Health Journal

Papers
(The TQCC of Games for Health Journal is 5. 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
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design19
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial19
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
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
Go Across Immersive Technology: A Preliminary Study of the Design and Development of a System for Gait Training Using Virtual Reality12
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
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
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis10
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
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
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
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review8
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
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
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
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
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
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being5
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