JMIR Serious Games

Papers
(The TQCC of JMIR Serious Games is 11. 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 2021-08-01 to 2025-08-01.)
ArticleCitations
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework139
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study76
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study66
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review65
Evaluation of a Digitally Guided Self-Rehabilitation Device Coupled With Telerehabilitation Monitoring in Patients With Parkinson Disease (TELEP@RK): Open, Prospective Observational Study55
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study55
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis52
Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial50
A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women50
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis48
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 Trial46
Effectiveness of a Web-Based Virtual Simulation to Train Nursing Students in Suicide Risk Assessment: Randomized Controlled Investigation43
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials39
Interactive Digital Game for Improving Visual–Perceptual Defects in Children With a Developmental Disability: Randomized Controlled Trial38
FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study38
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis36
LTP Prod Release Test. (Preprint)36
A Therapeutic Game for Sexually Abused Children and Adolescents (Vil Du?!): Exploratory Mixed Methods Evaluation35
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study35
Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach34
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review34
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-Analysis33
Exploring Nursing Students’ Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study33
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis32
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study31
Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial29
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 Trial29
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials29
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale29
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study28
Feasibility of Virtual Reality Audiological Testing: Prospective Study28
Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study27
The Effect of a Serious Health Game on Children’s Eating Behavior: Cluster-Randomized Controlled Trial27
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method27
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review27
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide26
A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development25
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review25
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants25
Pain Assessment Using Virtual Reality Facemask During Bone Marrow Aspiration: Prospective Study Including Propensity-Matched Analysis25
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 25
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine25
Software Engineering Frameworks Used for Serious Games Development in Physical Rehabilitation: Systematic Review24
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment24
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study24
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study24
A New Approach for Reducing Virtual Reality Sickness in Real Time: Design and Validation Study24
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study24
Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study24
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study23
How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis23
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review23
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study23
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 Trials23
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial22
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review22
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:22
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study22
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: Explorat22
Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study22
A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study21
Empowering Social Growth Through Virtual Reality–Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial21
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study21
Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study20
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study20
Visual Attention of Anesthesia Providers in Simulated Anesthesia Emergencies Using Conventional Number-Based and Avatar-Based Patient Monitoring: Prospective Eye-Tracking Study20
Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial20
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis20
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review20
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study20
Children and Young People’s Involvement in Designing Applied Games: Scoping Review20
Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial19
Health Care Professional–Supported Co-Design of a Mime Therapy–Based Serious Game for Facial Rehabilitation19
Mixed Reality–Based Physical Therapy in Older Adults With Sarcopenia: Preliminary Randomized Controlled Trial18
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study18
Effectiveness of Using Augmented Reality for Training in the Medical Professions: Meta-analysis18
Utilizing Gamification, Artificial Intelligence and mHealth for the professional development of maternal care providers: An Exploratory Pilot Study Assessing Providers' Satisfaction in Primary Healthc18
Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis17
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study17
HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study17
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments17
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial16
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study16
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study16
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study16
Effect of the “Art Coloring” Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation16
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation15
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study15
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review15
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study15
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review15
Gamification in Mobile Apps for Children With Disabilities: Scoping Review15
Extended Reality–Based Mobile App Solutions for the Therapy of Children With Autism Spectrum Disorders: Systematic Literature Review15
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review14
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
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study14
Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study14
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials14
Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study13
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study13
Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis13
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health13
Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial13
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study13
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study12
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis12
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study12
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study12
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial12
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial12
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing12
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants12
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
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment11
Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study11
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: 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
Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study11
Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study11
Using Augmented Reality Toward Improving Social Skills: Scoping Review11
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)11
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