Games for Health Journal

Papers
(The median citation count of Games for Health Journal is 2. 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 2021-05-01 to 2025-05-01.)
ArticleCitations
Acknowledgment of Reviewers: 202137
The Effect of Video-Based Games on Hand Functions and Cognitive Functions in Cerebral Palsy32
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury29
A Smoking Prevention Intervention Among Young People in an Online Community Game: Results from a Pilot Randomized Controlled Trial28
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages25
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 Trial25
Heal Me!-Investigating the “Red Potion” Concept and Its Influence on Gamers’ Cardiovascular Endurance24
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1220
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance19
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research19
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness18
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis17
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation15
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis14
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults14
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 wit13
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study13
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era o13
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach12
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 Trial12
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory12
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach12
Games for Mental Health11
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review11
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial11
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets11
Physical Activity and Exergames Among Older Adults: A Scoping Review11
The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review10
Virtual Reality-Induced Dissociative Symptoms: A Retrospective Study10
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial10
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis10
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study10
Acute Effects of Heart Rate-Controlled Exergaming on Vascular Function in Young Adults9
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study9
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis9
Digital Game-Based Korean Language Learning for Russian Immigrant Children9
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review8
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis8
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury7
Reductions of Anxiety Symptoms, State Anxiety, and Anxious Arousal in Youth Playing the Videogame MindLight Compared to Online Cognitive Behavioral Therapy7
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device7
Effects of Mat Exergame-Based Multicomponent Training on the Standing Balance of Community-Dwelling Older Adults With and Without Fall Risk7
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review7
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial7
Using Participatory Design Methods to Explore Changes in the Self-Efficacy of Students with Visual Impairments After Playing Exergames7
Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance7
Gameful Experience Scale: Reliability and Validity in Nursing Students7
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention7
Exergaming Improves Cardiac Risk Factors in Prostate Cancer Patients: A Single-Blinded Randomized Controlled Trial6
Digital Educational Game “O Jardim do Ferro”: A Tool for the Prevention of Iron Deficiency Anemia in Childhood6
Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for Games for Health Journal6
Running App “Zombies, Run!” Users' Engagement with Physical Activity: A Qualitative Study5
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System5
The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial5
A Scoping Review on Mobile Health Technology for Assessment and Intervention of Upper Limb Motor Function in Children with Motor Impairments5
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Tria5
Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review5
Personalized Touch-Based Exergame System for Unilateral and Bilateral Rehabilitation Training5
Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work5
Physical Activity Intensity, Perceived Exertion, and Enjoyment During Head-Mounted Display Virtual Reality Games5
Health Communication in Games at the Early Stage of COVID-19 Epidemic: A Grounded Theory Study Based on Plague, Inc.5
Loss Aversion Explains Physical Activity Changes in a Behavioral Gamification Trial5
Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials5
Exergames Training Effects on Gait During Single and Dual Tasks in Sexagenarian Women4
Where Exactly Is the Therapist in Virtual Reality and Game-Based Rehabilitation Applications? A Randomized Controlled Trial in Children with Specific Learning Disability4
The Effects of Virtual Reality Physiotherapy Interventions on Cardiopulmonary Function and Breathing Control in Cystic Fibrosis: A Systematic Review4
Effects of Cooperative, Competitive, and Solitary Exergames on Cognition and Anxiety Levels in Children with Developmental Disabilities4
Interactive Videogame Improved Rehabilitation Motivation and Walking Speed in Chronic Stroke Patients: A Dual-Center Controlled Trial4
Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects with Stroke4
Single or Multiplayer Mode? Examining the Effects of Exergames in Improving Physical Health and Well-Being Among Older Adults4
Effects of Tabletop Games on Cognition in Older Adults: A Systematic Review and Meta-Analysis4
The Effectiveness of Immersive Virtual Reality Simulation as an Innovative Learning Strategy for Acquisition of Clinical Skills in Nursing Education: Experimental Design4
Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study4
Feasibility of a Mobile Exergame for Patients with Heart Failure4
The Impact of Computer Games on the Social Skills of Elementary School Students: A Comprehensive Analysis3
Acceptability of a Game-Based Intervention to Prevent Adolescent Prescription Opioid Misuse3
Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial3
Does Physical Dance Training with Virtual Games Change Muscle Quality of Community-Dwelling Older Women?3
Development of a Videogame for the Promotion of Active Aging Through Depression Prevention, Healthy Lifestyle Habits, and Cognitive Stimulation for Middle-to-Older Aged Adults3
Cognitive Computerized Training for Older Adults and Patients with Neurological Disorders: Do the Amount and Training Modality Count? An Umbrella Meta-Regression Analysis3
Improving Health Care Training: A Serious Game Approach to Malnutrition Screening3
Acknowledgment of Reviewers: 20233
A Convergent Mixed Methods Design to Assess the Use of the Home Virtual Rehabilitation System By Persons with Chronic Stroke3
Investigation on the Efficiency of the Closed Kinetic Chain and Video-Based Game Exercise Programs in the Rotator Cuff Rupture: A Randomized Trial3
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp3
BOXVR Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial3
The Effects of Playing Versus Watching an Interactive Video Game Featuring an Older Adult Protagonist on State Empathy and Ageism Reduction3
Gaming Preferences and Motivations Among Bullied Sexual and Gender Minority Youth: An Interview Study3
Evaluation of Processing Speed of Different Cognitive Functions Across the Life Span Using Cognitive Mobile Games2
Correction to: Games for Health Journal 2022; 11(2): 85–922
The Cognitive Processes Behind Commercialized Board Games for Intervening in Mental Health and Education: A Committee of Experts2
Computer-Based Gamified Tools for Facial Rehabilitation: A Scoping Review2
Effectiveness of a Game-Based Mobile Application in Educating Nursing Students on Venous Blood Specimen Collection: A Randomized Controlled Trial2
Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial2
Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study2
Virtual Reality Game Selection for Traumatic Brain Injury Rehabilitation: A Therapist's Wish List for Game Developers2
The Effects of Stress Mindset, Manipulated Through Serious Game Intervention, on Performance and Situation Awareness of Elite Female Football Players in the Context of a Match: An Experimental Study2
Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being2
The Efficacy of Guided and Unguided Game-Based Cognitive-Behavioral Therapy in Reducing Distress in College Students2
Establishing the Validity and Reliability of an Online Motor Learning Game: Applications for Alzheimer's Disease Research Within MindCrowd2
“STAR WARS: The first Jedi” Gamification Program: Use of a Mobile App to Improve Body Composition in College Students2
The Effect of Expectations on Experiences and Engagement with an Applied Game for Mental Health2
Acceptability of Physical Therapy Combined with Nintendo Ring Fit Adventure Exergame for Geriatric Hospitalized Patients2
Moniz Game: Usability and User Experience Evaluation of a Musical Game for Motor Coordination2
Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial2
Effects of Virtual Reality-Based Exercise on Physical Fitness in People with Intellectual Disability: A Systematic Review of Randomized Controlled Trials2
Serious Game-Based Balance Training with Augmented Kinesthetic Feedback Enhances Aspects of Postural Control in Poststroke Patients: A Randomized Clinical Trial2
Older Adults’ Perceptions of Cognitive, Physical, and Exergame Training: A Mixed Methods Investigation of a Four-Armed Randomized Controlled Pilot Trial2
The Effect of Robot-Mediated Virtual Reality Gaming on Upper Limb Spasticity Poststroke: A Randomized-Controlled Trial2
Comparative Effectiveness of Developed Serious Game Versus Standardized Patients’ Simulation in Nursing Education2
The Effect of a Reminiscence Therapy-Based Hybrid Board Game on Anxiety and Loneliness Levels in Older Adults: An Experimental Study2
Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning2
Costs of an Off-the-Shelf Exergame Intervention in Patients with Heart Failure2
Enhancing Cognition, Self-Efficacy, and Postural Control Skills of Persons with Schizophrenia Spectrum Disorders Using Immersive Puzzle Video Games2
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