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 2022-06-01 to 2026-06-01.)
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 Trial48
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis40
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1235
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 Endurance32
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages30
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury27
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis27
The Cortical Structural Mediators of Cognitive Enhancement in Computer Game Players: Evidence From Mendelian Randomization27
Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review25
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance23
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness22
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis22
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation22
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study22
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research20
The Wii-Volution in Rehabilitation, A Legacy Interrupted19
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults19
Oral Health Education for Children: Development of a Serious Game with a User-Centered 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
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory17
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach17
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 Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial15
Games for Mental Health15
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial14
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
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming13
Construction and Empirical Study of a Somatosensory Game-Based Activity Model for the Development of Children’s Locomotor Skills13
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets13
Virtual Reality-Induced Dissociative Symptoms: A Retrospective Study12
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial12
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis12
Effectiveness of Virtual Reality-Based Simulation Using the Nintendo Wii Balance Board for Assessing the Risk of Falls in Young and Older Adults12
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review12
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis11
Serious Gaming for Upper Limbs Rehabilitation—Game Controllers Features: A Scoping Review11
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study11
Digital Game-Based Korean Language Learning for Russian Immigrant Children11
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis11
Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review11
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study11
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial10
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention10
Flow Optimizer Framework: Validation of a Dynamic Difficulty Adjustment System for Serious Games10
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device10
Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases10
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury9
Effects of Mat Exergame-Based Multicomponent Training on the Standing Balance of Community-Dwelling Older Adults With and Without Fall Risk9
Exergaming Improves Cardiac Risk Factors in Prostate Cancer Patients: A Single-Blinded Randomized Controlled Trial9
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review9
Efficacy of Biofeedback-Based Serious Game for Pain Alleviation in Middle-Aged and Older Patients with Ovarian Cancer: A Randomized Controlled Trial9
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Tria9
Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial9
Gameful Experience Scale: Reliability and Validity in Nursing Students9
Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for Games for Health Journal9
Digital Educational Game “O Jardim do Ferro”: A Tool for the Prevention of Iron Deficiency Anemia in Childhood9
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