JMIR Serious Games

Papers
(The H4-Index of JMIR Serious Games is 27. 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 2020-03-01 to 2024-03-01.)
ArticleCitations
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review158
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance69
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review68
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study64
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review60
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis60
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games60
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis46
Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module46
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study45
Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study43
Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review41
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial35
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments35
Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study35
Α Virtual Reality App for Physical and Cognitive Training of Older People With Mild Cognitive Impairment: Mixed Methods Feasibility Study34
Biosensor Real-Time Affective Analytics in Virtual and Mixed Reality Medical Education Serious Games: Cohort Study34
Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study33
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis32
A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”32
Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review31
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study30
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review28
Gamification in Rehabilitation of Patients With Musculoskeletal Diseases of the Shoulder: Scoping Review28
Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation28
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis27
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic27
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