Games for Health Journal

Papers
(The TQCC of Games for Health Journal is 7. 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 2020-04-01 to 2024-04-01.)
ArticleCitations
Exergames as Coping Strategies for Anxiety Disorders During the COVID-19 Quarantine Period87
The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review63
Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames41
Health Benefits of Digital Videogames for the Aging Population: A Systematic Review38
The Effects of Physical Activity and Exergaming on Motor Skills and Executive Functions in Children with Autism Spectrum Disorder38
Exergaming as a Supportive Tool for Home-Based Rehabilitation in the COVID-19 Pandemic Era36
Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies35
The Effectiveness of a Serious Game Versus Online Lectures for Improving Medical Students' Coronavirus Disease 2019 Knowledge34
Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change33
Comparison of College Students' Blood Pressure, Perceived Exertion, and Psychosocial Outcomes During Virtual Reality, Exergaming, and Traditional Exercise: An Exploratory Study26
The Effectiveness of a Virtual Reality-Based Intervention on Cognitive Functions in Older Adults with Mild Cognitive Impairment: A Single-Blind, Randomized Controlled Trial25
Evaluation of Patient Motivation and Satisfaction During Technology-Assisted Rehabilitation: An Experiential Review25
Effects of Nintendo Ring Fit Adventure Exergame on Pain and Psychological Factors in Patients with Chronic Low Back Pain22
The Effect of Adding Virtual Reality Training on Traditional Exercise Program on Balance and Gait in Unilateral, Traumatic Lower Limb Amputee21
A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life21
The Effect of Virtual Reality Exercises on Pain, Functionality, Cardiopulmonary Capacity, and Quality of Life in Fibromyalgia Syndrome: A Randomized Controlled Study19
Effects of an 8-Week Virtual Reality Training Program on Pain, Fall Risk, and Quality of Life in Elderly Women with Chronic Low Back Pain: Double-Blind Randomized Clinical Trial16
Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students16
Exergaming in Youth and Young Adults: A Narrative Overview16
The Use of Virtual Reality Through Head-Mounted Display on Balance and Gait in Older Adults: A Scoping Review16
Enhancing Healthy Behaviors Through Virtual Self: A Systematic Review of Health Interventions Using Avatars16
Effects of Exergames in Women with Fibromyalgia: A Randomized Controlled Study16
Exergames and Depressive Symptoms in Older Adults: A Systematic Review16
Virtual Reality Balance Games Provide Little Muscular Challenge to Prevent Muscle Weakness in Healthy Older Adults13
Low-Cost Virtual Reality Headsets Reduce Perceived Pain in Healthy Adults: A Multicenter Randomized Crossover Trial13
Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer13
Physical Activity and Exergames Among Older Adults: A Scoping Review13
Exergaming as an Additional Tool in Rehabilitation of Young Patients with Rheumatoid Arthritis: A Pilot Randomized Controlled Trial12
The Use of Videogames and Virtual Reality for the Assessment of Anxiety and Depression: A Scoping Review11
The Effect of Exergame Training on Physical Functioning of Healthy Older Adults: A Meta-Analysis11
The Effect of a Rehabilitation-Specific Gaming Software Platform to Achieve Individual Physiotherapy Goals in Children with Severe Spastic Cerebral Palsy: A Randomized Crossover Trial11
Avatar Creation in Videogaming: Between Compensation and Constraint10
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis10
Effect of Exergaming on Muscle Strength, Pain, and Functionality of Shoulders in Cancer Patients10
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis10
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis10
MyPlate Picks: Development and Initial Evaluation of Feasibility, Acceptability, and Impact of an Educational Exergame to Help Promote Healthy Eating and Physical Activity in Children9
Physiological Responses of Exergaming Boxing in Adults: A Systematic Review and Meta-Analysis9
Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion8
Effects of Interactive Videogames on Postural Control and Risk of Fall Outcomes in Frail and Pre-frail Older Adults: A Systematic Review and Meta-Analysis8
Effects of Exergame-Based Dual-Task Training on Executive Function and Dual-Task Performance in Community-Dwelling Older People: A Randomized-Controlled Trial8
Current State of Serious Games in Dentistry: A Scoping Review8
A Health Game Targeting Children's Implicit Attitudes and Snack Choices7
Running App “Zombies, Run!” Users' Engagement with Physical Activity: A Qualitative Study7
Evaluation of Processing Speed of Different Cognitive Functions Across the Life Span Using Cognitive Mobile Games7
The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review7
The Effect of Serious Games for Nursing Students in Clinical Decision-Making Process: A Pilot Randomized Controlled Trial7
Validation of a Motor-Cognitive Assessment for a Stepping Exergame in Older Adults: Use of Game-Specific, Internal Data Stream7
Motor Rehabilitation of Upper Limbs Using a Gesture-Based Serious Game: Evaluation of Usability and User Experience7
The Effect of Robot-Mediated Virtual Reality Gaming on Upper Limb Spasticity Poststroke: A Randomized-Controlled Trial7
Need for Cognition, Transportability, and Engagement with Interactive Narratives7
Personalizing Sensor-Controlled Digital Gaming to Self-Management Needs of Older Adults with Heart Failure: A Qualitative Study7
Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?7
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