Games for Health Journal

Papers
(The TQCC of Games for Health Journal is 9. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
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 Trial50
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis43
A Smoking Prevention Intervention Among Young People in an Online Community Game: Results from a Pilot Randomized Controlled Trial37
Heal Me!-Investigating the “Red Potion” Concept and Its Influence on Gamers’ Cardiovascular Endurance37
The Impact of Gamified Auditory–Verbal Training for Hearing-Challenged Children at Intermediate and Advanced Rehabilitation Stages31
Usage of RePlay as a Take-Home System to Support High-Repetition Motor Rehabilitation After Neurological Injury28
The Cortical Structural Mediators of Cognitive Enhancement in Computer Game Players: Evidence From Mendelian Randomization28
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–1228
Effects of Motor-Cognitive Dual-Task Standing Balance Exergaming Training on Healthy Older Adults' Standing Balance and Walking Performance27
A Pilot Randomized Controlled Trial of a Multicomponent Smoking Cessation Intervention for Adults with Serious Mental Illness24
Evaluating the Usability and Safety of Virtual Reality Application Combined with the SWalker for Functional Gait Rehabilitation23
Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults23
Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study23
Beyond Intrinsic Motivation: Why Researchers Should Consider the Full Motivation Continuum in Games for Health Research23
Effects of Exergaming on Physical Fitness of Youth with Overweight and Obesity: A Systematic Review with Meta-Analysis22
Oral Health Education for Children: Development of a Serious Game with a User-Centered Design Approach21
Digital Games for Cognitive Enhancement in Healthy Older Adults: A Scoping Review21
Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis21
Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach19
Attention Training Improves Executive Functions and Ameliorates Behavioral Symptoms in Children with Attention-Deficit Hyperactivity Disorder: Implication of Tele-Cognitive-Rehabilitation in the Era o18
The Wii-Volution in Rehabilitation, A Legacy Interrupted18
Effects of the Regular Use of Virtual Environments on Spatial Navigation and Memory16
The Effect of a Mobile Game Developed for Children with Familial Mediterranean Fever on Disease Management and Quality of Life: A Randomized Controlled Trial15
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 wit15
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets15
Construction and Empirical Study of a Somatosensory Game-Based Activity Model for the Development of Children’s Locomotor Skills14
Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial13
Effectiveness of Virtual Reality-Based Simulation Using the Nintendo Wii Balance Board for Assessing the Risk of Falls in Young and Older Adults13
Social Support Derived from Virtual and Analog Table-Top Role-Playing Games: The Supportive Role of Table-Top Gaming13
Games for Mental Health13
Effectiveness of Active Video Games Used to Augment Physical Therapy for Improving Gross Motor Outcomes of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis13
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review12
Effectiveness of Active Exergames for Improving Cognitive Function in Patients with Neurological Disabilities: A Systematic Review and Meta-Analysis12
Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial12
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study12
Virtual Reality-Induced Dissociative Symptoms: A Retrospective Study12
Assessment of Topographical Orientation Cognitive Functions Using a Virtual Reality Game11
Effects of Gaming on Pain-Related Fear, Pain Catastrophizing, Anxiety, and Depression in Patients with Chronic Musculoskeletal Pain: A Systematic Review and Meta-Analysis11
Digital Game-Based Korean Language Learning for Russian Immigrant Children11
Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review11
Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis11
Test–Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device10
Flow Optimizer Framework: Validation of a Dynamic Difficulty Adjustment System for Serious Games10
Serious Gaming for Upper Limbs Rehabilitation—Game Controllers Features: A Scoping Review10
Older Adults and Three-Dimensional Exergaming: Motivators and Barriers to Participation and Retention10
Exploring Patient Perspectives on an Immersive Virtual Reality Experience for Neuromuscular Diseases10
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial10
Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study10
Digital Educational Game “O Jardim do Ferro”: A Tool for the Prevention of Iron Deficiency Anemia in Childhood9
Gameful Experience Scale: Reliability and Validity in Nursing Students9
Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review9
Effects of Virtual Reality-Based Aerobic Exercise on Perceptions of Pain and Fatigue in Individuals with Spinal Cord Injury9
Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for Games for Health Journal9
Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial9
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