JMIR Serious Games

Papers
(The median citation count of JMIR Serious Games is 4. 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 2021-09-01 to 2025-09-01.)
ArticleCitations
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study142
Effectiveness of a Web-Based Virtual Simulation to Train Nursing Students in Suicide Risk Assessment: Randomized Controlled Investigation77
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study68
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis66
Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial54
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study54
A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women54
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 Trial52
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework51
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis51
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review46
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials42
Interactive Digital Game for Improving Visual–Perceptual Defects in Children With a Developmental Disability: Randomized Controlled Trial40
Evaluation of a Digitally Guided Self-Rehabilitation Device Coupled With Telerehabilitation Monitoring in Patients With Parkinson Disease (TELEP@RK): Open, Prospective Observational Study40
FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study38
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review37
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-Analysis37
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis36
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis36
Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach36
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials35
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study34
LTP Prod Release Test. (Preprint)34
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study33
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 Trial33
Exploring Nursing Students’ Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study32
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale31
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants30
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 30
Software Engineering Frameworks Used for Serious Games Development in Physical Rehabilitation: Systematic Review29
Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial28
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method27
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study27
The Effect of a Serious Health Game on Children’s Eating Behavior: Cluster-Randomized Controlled Trial26
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review26
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review26
Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study26
Pain Assessment Using Virtual Reality Facemask During Bone Marrow Aspiration: Prospective Study Including Propensity-Matched Analysis25
Correction: Effects of Electronic Serious Games on Older Adults With Alzheimer’s Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials25
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide25
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study25
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine25
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment25
Control to Chaos: Design and Evaluation of a Mixed-Reality Exergame Scenario for Sports Rehabilitation (Preprint)25
A New Approach for Reducing Virtual Reality Sickness in Real Time: Design and Validation Study24
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study24
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study24
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study24
Effects of The Legend of Zelda: Breath of the Wild and Studio Ghibli Films on Young People’s Sense of Exploration, Calm, Mastery and Skill, Purpose and Meaning, and Overall Happiness in Life: Explorat24
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study24
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial23
How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis23
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review23
Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery:23
Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study23
Children and Young People’s Involvement in Designing Applied Games: Scoping Review22
Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study22
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review22
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study22
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study21
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study21
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study21
Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial20
Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial20
Mixed Reality–Based Physical Therapy in Older Adults With Sarcopenia: Preliminary Randomized Controlled Trial20
Visual Attention of Anesthesia Providers in Simulated Anesthesia Emergencies Using Conventional Number-Based and Avatar-Based Patient Monitoring: Prospective Eye-Tracking Study20
Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study20
A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study19
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis19
Gamification effect on task engagement during an eye-tracking test battery in five-year-old preterm born children: observational study (Preprint)19
Empowering Social Growth Through Virtual Reality–Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial18
Utilizing Gamification, Artificial Intelligence and mHealth for the professional development of maternal care providers: An Exploratory Pilot Study Assessing Providers' Satisfaction in Primary Healthc18
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study18
Health Care Professional–Supported Co-Design of a Mime Therapy–Based Serious Game for Facial Rehabilitation18
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review18
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study17
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study17
Extended Reality–Based Mobile App Solutions for the Therapy of Children With Autism Spectrum Disorders: Systematic Literature Review17
Effect of the “Art Coloring” Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation17
Effectiveness of Using Augmented Reality for Training in the Medical Professions: Meta-analysis17
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments16
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study16
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study16
Gamification in Mobile Apps for Children With Disabilities: Scoping Review16
Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis16
HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study16
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study16
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial15
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study15
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study15
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation15
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review15
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial14
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: Randomized14
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study14
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study14
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study13
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing13
Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study13
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial13
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials13
Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis13
Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study13
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants12
Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial12
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study12
Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study12
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis12
The impact of active augmented reality games on physical activity and cognition among older adults: A feasibility study (Preprint)12
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study12
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health12
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review12
Using Augmented Reality Toward Improving Social Skills: Scoping Review12
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 Clinicians11
Development and Validation of a Mobile Game for Culturally Sensitive Child Sexual Abuse Prevention Education in Tanzania: Mixed Methods Study11
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study11
Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study11
Correction: Effects of Commercial Exergames and Conventional Exercises on Improving Executive Functions in Children and Adolescents: Meta-Analysis of Randomized Controlled Trials11
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development10
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study10
Pervasive Games for Sexual Health Promotion: Scoping Literature Review10
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment10
Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study10
Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study10
Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study10
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy10
Serious Games Are Not Serious Enough for Myoelectric Prosthetics10
Cognitive Behavioral Therapy Plus a Serious Game as a Complementary Tool for a Patient With Parkinson Disease and Impulse Control Disorder: Case Report10
Virtual reality for workplace violence training of healthcare workers: A pilot mixed-methods usability study (Preprint)10
Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review10
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment10
Prediction of Specific Anxiety Symptoms and Virtual Reality Sickness Using In Situ Autonomic Physiological Signals During Virtual Reality Treatment in Patients With Social Anxiety Disorder: Mixed Meth10
Development and Evaluation of a Monocular-Camera-Based Mobile Exergame for At-Home Intervention in Individuals at High Risk of Type 2 Diabetes: A Randomized Controlled Trial (Preprint)10
The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review9
Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial9
Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study9
Dimensions of Interactive Pervasive Game Design: Systematic Review9
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study9
Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial9
Using Video Games to Improve the Sexual Health of Young People Aged 15 to 25 Years: Rapid Review9
Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial9
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature9
Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study9
Perceptions of Cognitive Training Games and Assessment Technologies for Dementia: Acceptability Study With Patient and Public Involvement Workshops9
Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study8
Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study8
Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial8
Virtual Reality Therapy for the Management of Chronic Spinal Pain: Systematic Review and Meta-Analysis8
Long-term Effectiveness and Adoption of a Cellphone Augmented Reality System on Patients with Stroke: Randomized Controlled Trial8
Social Presence, Negative Emotions, and Self-Protective Behavioral Intentions of Nonsmokers in Response to Secondhand Smoking in Virtual Reality: Quasi-Experimental Design8
Virtual Reality in Health Care: Bibliometric Analysis8
The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study8
A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial8
Effects of Electronic Serious Games on Older Adults With Alzheimer’s Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials8
Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study8
Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study8
The Effects of Virtual Reality in Maternal Delivery: Systematic Review and Meta-analysis8
The Positive Effect of Video-Game Play on College Students’ Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study8
Extended Reality for Mental Health Evaluation: Scoping Review8
Mixed Reality and Haptic–Based Dental Simulator for Tooth Preparation: Research, Development, and Preliminary Evaluation8
Immersive Virtual Reality Avatars for Embodiment Illusions in People With Mild to Borderline Intellectual Disability: User-Centered Development and Feasibility Study8
Exploring Key Factors Influencing Nursing Students’ Cognitive Load and Willingness to Serve Older Adults: Cross-sectional Descriptive Correlational Study7
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review7
Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality–Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study7
Measuring Stress and Perceptions for a Virtual Reality–Based Pericardiocentesis Procedure Simulation for Medical Training: Usability Study7
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial7
School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study7
A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study7
Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study7
The Design, Development, and Testing of a Virtual Reality Device for Upper Limb Training in People With Multiple Sclerosis: Single-Center Feasibility Study7
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: Random7
Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial7
Use and Design of Virtual Reality–Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review7
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 Model7
Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study7
Social Media Users’ Perceptions of a Wearable Mixed Reality Headset During the COVID-19 Pandemic: Aspect-Based Sentiment Analysis7
Children’s Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study7
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review7
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study7
Launching the Youth Gaming Experience Scales (EJEJ): Probing In-Game Need Satisfaction, Frustration, and Addiction Patterns Across Subgroups of Children and Adolescents through Structural Equation Mod7
Exploring the Impact of Home-Based Serious Smartphone Resuscitation Gaming on Stress Among Nursing Students Practicing Simulated Adult Basic Life Support: Randomized Waitlist Controlled Trial6
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 Trial6
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 Randomize6
Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study6
Speech Processing as a Far-Transfer Gauge of Serious Games for Cognitive Training in Aging: Randomized Controlled Trial of Web-Based Effectivate Training6
The Effects of a Computer Game (Healthy Rat King) on Preschool Children’s Nutritional Knowledge and Junk Food Intake Behavior: Nonrandomized Controlled Trial6
Discriminative Power of the Serious Game Attention Slackline in Children and Adolescents With and Without Attention-Deficit/Hyperactivity Disorder: Validation Study6
Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review6
Is the Pinball Machine a Blind Spot in Serious Games Research?6
A Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design Gamified): Randomized Controlled Trial6
Designing and validating ‘Health Unit in Focus’: a serious game for enhancing undergraduate education on older adults health (Preprint)6
The Role of AI in Serious Games and Gamification for Health: Scoping Review6
Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study6
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
Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype5
Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis5
Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study5
Application of Gamification Teaching in Disaster Education: Scoping Review5
Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study5
Experiences of Patients Undergoing Chemotherapy With Virtual Reality: Mixed Methods Feasibility Study5
Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study5
The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review5
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children with Attention Deficit/Hyperactivity Disorder: A Machine Learning Study (Preprint)5
Impact of Video-Based Error Correction Learning for Cardiopulmonary Resuscitation Training: Quasi-Experimental Study5
Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study5
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke5
Technology-Assisted Motor-Cognitive Training Among Older Adults: Rapid Systematic Review of Randomized Controlled Trials5
The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study5
Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology5
MyDiabetic, a serious game to support children’s education in diabetes mellitus I: Iterative Participatory Co-Design and Feasibility Study (Preprint)5
A Novel Scenario-Based, Mixed-Reality Platform for Training Nontechnical Skills of Battlefield First Aid: Prospective Interventional Study5
Serious Game for Change in Behavioral Intention Toward Lifestyle-Related Diseases: Experimental Study With Structural Equation Modeling Using the Theory of Planned Behavior5
Immersive Virtual Reality and Vestibular Rehabilitation in Multiple Sclerosis: Case Report5
Efficacy of Virtual Reality–Based Interventions on Cognitive Function in Patients With Neuropsychiatric Disorders: Systematic Review and Meta-Analysis of Randomized Controlled Trials5
An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial4
Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial4
TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study4
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 Trial4
A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study4
Kangaroo Stimulation Game in Tracheostomized Intensive Care–Related Dysphagia: Interventional Feasibility Study4
Virtual Reality for analgesia during intrauterine device insertion: A randomised controlled trial (Preprint)4
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic4
Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment4
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review4
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review4
Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study4
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment4
Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training4
Correction: Efficacy of a Virtual 3D Simulation–Based Digital Training Module for Building Dental Technology Students’ Long-Term Competency in Removable Partial Denture Design: Prospective Cohort Stud4
Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study4
Effects of Cybersickness Caused by Head-Mounted Display–Based Virtual Reality on Physiological Responses: Cross-sectional Study4
Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment4
Exploring the Immediate and Long-Term Effects of Immersive Virtual Reality on Behavioral and Psychological Symptoms of Dementia and Caregiver Burden: Longitudinal Observational Study4
Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis4
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education4
Evidence of Construct Validity of Computer-Based Tests for Clinical Reasoning: Instrument Validation Study4
A Telehealth System Incorporating a Serious Game Intervention to Aid Occupational Therapists in Identifying and Treating Children With Difficulty Crossing the Body’s Midline: Key Informant Interviews 4
Correction: Development of a Therapeutic Video Game With the MDA Framework to Decrease Anxiety in Preschool-Aged Children With Acute Lymphoblastic Leukemia: Mixed Methods Approach4
The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review4
Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial4
Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study4
A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation4
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