JMIR Serious Games

Papers
(The median citation count of JMIR Serious Games 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 2021-04-01 to 2025-04-01.)
ArticleCitations
Exploring Key Factors Influencing Nursing Students’ Cognitive Load and Willingness to Serve Older Adults: Cross-sectional Descriptive Correlational Study315
Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study120
Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study95
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial75
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study60
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review56
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review55
Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study52
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework49
Social Media Users’ Perceptions of a Wearable Mixed Reality Headset During the COVID-19 Pandemic: Aspect-Based Sentiment Analysis45
Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study45
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study43
TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study41
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study40
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis37
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing35
Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial34
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education33
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study33
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study33
Electrophysiological Insights in Exergaming: EEG Data Recording and Movement Artifact Detection – A Systematic Review (Preprint)32
Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial32
Exploring Virtual Reality and Exercise Simulator Interventions in Patients With Attention Deficit Hyperactivity Disorder: Comprehensive Literature Review31
Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study31
Improving Pediatric Patients’ Magnetic Resonance Imaging Experience With an In-Bore Solution: Design and Usability Study31
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial29
Effects of Electronic Serious Games on Older Adults With Alzheimer’s Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials29
A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women29
Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content28
The Effects of Exergaming on Sensory Reweighting and Mediolateral Stability of Women Aged Over 60: Usability Study26
The Effectiveness of Virtual Reality–Based Interventions in Rehabilitation Management of Breast Cancer Survivors: Systematic Review and Meta-analysis25
Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis25
Correction: Feasibility of Virtual Reality Audiological Testing: Prospective Study24
Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial24
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study24
Evidence of Construct Validity of Computer-Based Tests for Clinical Reasoning: Instrument Validation Study23
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review23
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials23
Correction: Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies23
Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial22
Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study22
Applying Augmented Reality to Convey Medical Knowledge On Osteoclasts: A User Study (Preprint)22
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review21
Feasibility of a Sensor-Controlled Digital Game for Heart Failure Self-management: Randomized Controlled Trial21
A Serious Game to Train Rhythmic Abilities in Children With Dyslexia: Feasibility and Usability Study21
Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach21
Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study20
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial20
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis20
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study20
Gamifying Sexual Education for Adolescents in a Low-Tech Setting: Quasi-Experimental Design Study19
An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial19
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis19
Using Augmented Reality Toward Improving Social Skills: Scoping Review19
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review18
Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial18
The Impact of a Gameful Breathing Training Visualization on Intrinsic Experiential Value, Perceived Effectiveness, and Engagement Intentions: Between-Subject Online Experiment18
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study18
Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial18
Game-Based eHealth Interventions for the Reduction of Fatigue in People With Chronic Diseases: Systematic Review and Meta-Analysis18
The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study17
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation17
Use of 4 Open-Ended Text Responses to Help Identify People at Risk of Gaming Disorder: Preregistered Development and Usability Study Using Natural Language Processing17
Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis17
A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study17
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial17
Effect of Voice and Articulation Parameters of a Home-Based Serious Game for Speech Therapy in Children With Articulation Disorder: Prospective Single-Arm Clinical Trial17
Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial17
Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized17
Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality–Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study17
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health16
Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review16
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants16
Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied16
Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis16
Evaluation of a Digitally Guided Self-Rehabilitation Device Coupled With Telerehabilitation Monitoring in Patients With Parkinson Disease (TELEP@RK): Open, Prospective Observational Study16
Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial16
Designing Virtual Reality–Based Conversational Agents to Train Clinicians in Verbal De-escalation Skills: Exploratory Usability Study16
Virtual Reality–Based Rehabilitation as a Feasible and Engaging Tool for the Management of Chronic Poststroke Upper-Extremity Function Recovery: Randomized Controlled Trial15
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review15
Developing a Game (Inner Dragon) Within a Leading Smartphone App for Smoking Cessation: Design and Feasibility Evaluation Study15
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study15
Immersive Virtual Reality–Based Methods for Assessing Executive Functioning: Systematic Review15
A Serious Game About Hematology for Health Care Workers (SUPER HEMO): Development and Validation Study15
The Effects of Virtual Reality Training on Balance, Gross Motor Function, and Daily Living Ability in Children With Cerebral Palsy: Systematic Review and Meta-analysis14
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study14
Vertical Integration of Electronic Health Records in Medical Consortiums: Dynamic Modeling Approach Based on the Evolutionary Game Theory14
The Design, Development, and Testing of a Virtual Reality Device for Upper Limb Training in People With Multiple Sclerosis: Single-Center Feasibility Study14
Development and Validation of a Mobile Game for Culturally Sensitive Child Sexual Abuse Prevention Education in Tanzania: Mixed Methods Study14
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review13
Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial13
Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis13
Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study13
Augmented Reality-Based Surgery on the Human Cadaver Using a New Generation of Optical Head-Mounted Displays: Development and Feasibility Study13
School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study12
Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Randomized, Double-Blind, Placebo-Controlled Trial12
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study12
Exploring Nursing Students’ Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study12
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale12
Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study12
LTP Prod Release Test. (Preprint)12
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment12
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis12
The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study12
Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlle12
Reward Feedback Mechanism in Virtual Reality Serious Games in Interventions for Children With Attention Deficits: Pre- and Posttest Experimental Control Group Study11
Correction: Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials11
How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study11
Instructor Development Workshops for Advanced Life Support Training Courses Held in a Fully Virtual Space: Observational Study11
Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study10
Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Random10
Appropriate Image Selection With Virtual Reality in Vestibular Rehabilitation: Cross-sectional Study10
Speech Processing as a Far-Transfer Gauge of Serious Games for Cognitive Training in Aging: Randomized Controlled Trial of Web-Based Effectivate Training10
Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study10
Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis10
Virtual Reality in Medical Training: Usability and Stress Measurements for a Pericardiocentesis Procedure Simulation (Preprint)10
Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study10
A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study10
Interactive Digital Game for Improving Visual–Perceptual Defects in Children With a Developmental Disability: Randomized Controlled Trial10
The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study9
Digital Biomarkers for Well-being Through Exergame Interactions: Exploratory Study9
A Therapeutic Game for Sexually Abused Children and Adolescents (Vil Du?!): Exploratory Mixed Methods Evaluation9
A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study9
Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study9
Evaluation of an AIDS Educational Mobile Game (AIDS Fighter · Health Defense) for Young Students to Improve AIDS-Related Knowledge, Stigma, and Attitude Linked to High-Risk Behaviors in China: Randomi9
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study9
An Analysis of Priorities in Developing Virtual Reality Programs for Core Nursing Skills: Cross-sectional Descriptive Study Using the Borich Needs Assessment Model and Locus for Focus Model9
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study8
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis8
A Mobile-based Virtual Reality Speech Rehabilitation App for Patients With Aphasia After Stroke: Development and Pilot Usability Study8
Serious Games Without Screens. Comment on “Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review”8
BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments (Preprint)8
Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial8
Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study8
Active Video Games Training for older adults: a comparative study of User Experience, Workload, Pleasure and Intensity (Preprint)8
Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study8
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study8
Use and Design of Virtual Reality–Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review8
A Serious Game (Immunitates) About Immunization: Development and Validation Study8
Association Between Internet Gaming Disorder and Suicidal Ideation Mediated by Psychosocial Resources and Psychosocial Problems Among Adolescent Internet Gamers in China: Cross-Sectional Study8
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation8
An Interactive Computer Game for Improving Selective Voluntary Motor Control in Children With Upper Motor Neuron Lesions: Development and Preliminary Feasibility Study8
Co-design of a Virtual Reality Cognitive Remediation Program for Depression (bWell-D) With Patient End Users and Clinicians: Qualitative Interview Study Among Patients and Clinicians7
Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial7
Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology7
Serious Games Based on Cognitive Bias Modification and Learned Helplessness Paradigms for the Treatment of Depression: Design and Acceptability Study7
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials7
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review7
Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study7
The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial7
Key Stakeholders’ Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis7
Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach7
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis7
Virtual Reality App for Treating Eating Behavior in Eating Disorders: Development and Usability Study7
Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents With Overweight or Obesity: Systematic Review and Meta-Analysis7
Virtual Reality Technology in Nursing Professional Skills Training: Bibliometric Analysis7
Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study7
A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study7
Breathing as an Input Modality in a Gameful Breathing Training App (Breeze 2): Development and Evaluation Study7
Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial7
The Effects of a Computer Game (Healthy Rat King) on Preschool Children’s Nutritional Knowledge and Junk Food Intake Behavior: Nonrandomized Controlled Trial7
Pain Assessment Using Virtual Reality Facemask During Bone Marrow Aspiration: Prospective Study Including Propensity-Matched Analysis6
Design Considerations for an Exergame-Based Training Intervention for Older Adults With Mild Neurocognitive Disorder: Qualitative Study Including Focus Groups With Experts and Health Care Professional6
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study6
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review6
Brain Exercising Games With Consumer-Grade Single-Channel Electroencephalogram Neurofeedback: Pre-Post Intervention Study6
The Role of Agency and Threat Immediacy in Interactive Digital Narrative Fear Appeals for the Prevention of Excessive Alcohol Use: Randomized Controlled Trial6
Using Visual Guides to Reduce Virtual Reality Sickness in First-Person Shooter Games: Correlation Analysis6
Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study6
A Serious Game (“Fight With Virus”) for Preventing COVID-19 Health Rumors: Development and Experimental Study6
Cognitive Behavioral Therapy Plus a Serious Game as a Complementary Tool for a Patient With Parkinson Disease and Impulse Control Disorder: Case Report6
Feasibility of Virtual Reality Audiological Testing: Prospective Study6
Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint6
Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focu6
Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study6
The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis6
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide6
Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study6
Cognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trial6
Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study5
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development5
A Virtual Reality Game Suite for Graded Rehabilitation in Patients With Low Back Pain and a High Fear of Movement: Within-Subject Comparative Study5
Design of a Virtual Reality Interactive Training System for Public Health Emergency Preparedness for Major Emerging Infectious Diseases: Theory and Framework5
A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development5
An Evidence Map on Serious Games in Preventing Sexually Transmitted Infections Among Adolescents: Systematic Review About Outcome Categories Investigated in Primary Studies5
The Impact of Cognitive Function on Virtual Reality Intervention for Upper Extremity Rehabilitation of Patients With Subacute Stroke: Prospective Randomized Controlled Trial With 6-Month Follow-up5
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial5
Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review5
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment5
Physical Activity and Enjoyment in Active Virtual Reality Games in Youth (Preprint)5
Medical Students’ Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis5
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy5
Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries5
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study5
Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis4
Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study4
Serious Games Are Not Serious Enough for Myoelectric Prosthetics4
Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study4
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis4
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review4
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine4
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study4
An Augmented Reality–Based Guide for Mechanical Ventilator Setup: Prospective Randomized Pilot Trial4
Engagement With Gamification Elements in a Smoking Cessation App and Short-term Smoking Abstinence: Quantitative Assessment4
Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study4
Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study4
Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study4
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games4
Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study4
Gamification in the Design of Virtual Patients for Swedish Military Medics to Support Trauma Training: Interaction Analysis and Semistructured Interview Study4
Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality–Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Control3
Effectiveness of a Game-Based Mobile App for Educating Intensive Critical Care Specialist Nurses in Extracorporeal Membrane Oxygenation Pipeline Preflushing: Quasi-Experimental Trial3
A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomize3
Impact of Video-Based Error Correction Learning for Cardiopulmonary Resuscitation Training: Quasi-Experimental Study3
The Role of AI in Serious Games and Gamification for Health: Scoping Review3
Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review3
Developing an Automated Virtual Reality Therapy for Improving Positive Self-Beliefs and Psychological Well-Being (Phoenix VR Self-Confidence Therapy): Tutorial3
Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation3
Pervasive Games for Sexual Health Promotion: Scoping Literature Review3
Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental 3
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants3
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach (Preprint)3
A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study3
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study3
Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study3
User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomize3
Application of Gamification Teaching in Disaster Education: Scoping Review3
TITLE: Is the Pinball Machine a Blind Spot in Serious Games Research? Rethinking Arcade Technology in the Digital Game Paradigm. [a letter to the editor] (Preprint)3
Effectiveness of a Personalized, Chess-Based Training Serious Video Game in the Treatment of Adolescents and Young Adults With Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial3
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