JMIR Serious Games

Papers
(The H4-Index of JMIR Serious Games is 26. 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 2020-11-01 to 2024-11-01.)
ArticleCitations
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review234
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis82
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games79
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study75
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis46
Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review46
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial46
Α Virtual Reality App for Physical and Cognitive Training of Older People With Mild Cognitive Impairment: Mixed Methods Feasibility Study44
Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study42
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review38
Feasibility and Effects of Virtual Reality Motor-Cognitive Training in Community-Dwelling Older People With Cognitive Frailty: Pilot Randomized Controlled Trial37
Virtual Reality in Health Care: Bibliometric Analysis36
A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”36
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study35
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study35
How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis35
Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study35
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic34
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study34
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis32
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis31
Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps29
The Development of an Escape Room–Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach29
Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training27
Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review27
Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint27
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review26
Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis26
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