JMIR Serious Games

Papers
(The median citation count of JMIR Serious Games is 4. 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 2022-05-01 to 2026-05-01.)
ArticleCitations
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis192
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis74
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 Trial60
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study57
Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial57
Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study52
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study49
Effectiveness of a Web-Based Virtual Simulation to Train Nursing Students in Suicide Risk Assessment: Randomized Controlled Investigation48
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study44
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review42
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials41
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials41
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework41
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study39
Navigating Virtual Reality in Stroke Rehabilitation: Scoping Review of Diverse Intervention Effects38
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review38
LTP Prod Release Test. (Preprint)37
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale36
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study36
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 Trial35
Shadow-Induced Forgetting in a Game-Based Paradigm on Nonclinical Adults and Its Effects on Consciousness, Emotional Valence, and Temporal Dynamics: Crossover Study35
A Novel Eye Tracking–Based Gamified Assessment of Contrast Sensitivity Function in Children: Prospective Development and Reliability Study35
FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study34
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis33
Exploring Nursing Students’ Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study33
Author’s Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact31
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study31
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants30
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method30
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 30
Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings29
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine29
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review29
Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial29
Task Difficulty Regulation in Game-Based Digital Therapeutics Is Associated with Symptom Improvement in Children with ADHD: Secondary Analysis of an RCT (Preprint)28
Pain Assessment Using Virtual Reality Facemask During Bone Marrow Aspiration: Prospective Study Including Propensity-Matched Analysis28
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide27
Effects of Balance-Based Exergame Training With Variable Difficulty on Balance and Spatiotemporal Gait Outcomes in Adults With Mild Cognitive Impairment: Randomized Controlled Trial27
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment27
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study26
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review26
A New Approach for Reducing Virtual Reality Sickness in Real Time: Design and Validation Study26
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:26
Performance and Perceptions of Health Care Professionals Using an Immersive Virtual Reality Tool for Home Care Training: Observational Feasibility and Acceptability Study25
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 Trials25
Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study25
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study25
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study23
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review23
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study23
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study23
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: Explorat23
Long-Term Usage of Breeze, a Gamified Breathing Training App, and Its Effect on Momentary Relaxation in People With Cancer: Cohort Study23
Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study22
Empowering Social Growth Through Virtual Reality–Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial22
Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial22
Mixed Reality–Based Physical Therapy in Older Adults With Sarcopenia: Preliminary Randomized Controlled Trial21
Analysis of Spatiotemporal Features in a Virtual Navigation Game Across Different Age Groups: Quantitative Research21
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review21
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study20
Effect of Gamification on Task Engagement During an Eye-Tracking Test Battery in 5-Year-Old Children Born Preterm: Observational Study20
The Mechanism and Design Principles of Serious Games in Enhancing Adolescents’ Internet Adaptability20
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis20
Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study19
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study19
Health Care Professional–Supported Co-Design of a Mime Therapy–Based Serious Game for Facial Rehabilitation19
Children and Young People’s Involvement in Designing Applied Games: Scoping Review18
Effect of the “Art Coloring” Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation18
Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial18
Age Differences in Flow Experience During Body Movement–Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study18
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study18
Super Mario Bros. and Yoshi Games’ Affordance of Childlike Wonder and Reduced Burnout Risk in Young Adults: In-Depth Mixed Methods Cross-Sectional Study17
Utilizing Gamification, Artificial Intelligence, and mHealth for the Professional Development of Maternal Care Providers: Exploratory Pilot Cross-Sectional Study Assessing Providers' Satisfaction in P17
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study17
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study17
Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled Trial17
Effectiveness of Using Augmented Reality for Training in the Medical Professions: Meta-analysis17
Extended Reality–Based Mobile App Solutions for the Therapy of Children With Autism Spectrum Disorders: Systematic Literature Review16
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments16
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study16
Gamification in Mobile Apps for Children With Disabilities: Scoping Review15
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial15
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study15
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial15
A Serious Game for Soft Skills Assessment in Human Resources: A Cross-Sectional Within-Participant Convergent Validity Study (Preprint)15
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study15
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis15
Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact15
HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study15
Virtual Reality–Based Pain Modulation in Subacute Musculoskeletal Injury: Functional Near-Infrared Spectroscopy Study of Neural and Behavioral Correlates15
Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis15
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study15
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study15
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study14
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study14
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants14
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study14
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing14
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial14
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation14
The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study14
Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study14
Development of a Novel Dietary Assessment Method Using Gamification Concepts: Exploratory and Application Study13
Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial13
Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis13
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials13
Using Augmented Reality Toward Improving Social Skills: Scoping Review13
Feasibility and User Experience of Immersive Virtual Reality–Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study12
Effectiveness of Gamified Swallowing Exercises in Adults With Dysphagia: Systematic Review and Meta-Analysis of Randomized Controlled Trials12
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review12
Correction: Children’s Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study12
Development and Evaluation of a Monocular Camera–Based Mobile Exergame for at-Home Intervention in Individuals at High Risk of Type 2 Diabetes: Randomized Controlled Trial12
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health12
Co-Design of a Virtual Reality Multiplayer Adventure Game for Adolescents With Autism Spectrum Disorder: Mixed Methods Study12
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review12
Using a Virtual Reality Tool to Provide Primary Prevention Training in the Construction Field Following a Periodic Medical Visit: Cross-Sectional Study11
Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment11
Effects of Game-Based Learning on Piano Music Knowledge Among Elementary School Pupils: Pretest-Posttest Quasi-Experimental Study11
Usability Evaluation of a Virtual Reality Multisensory Sham-Feeding Device for Patients Undergoing Fasting Periods for Colorectal Cancer Surgery: 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
Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study11
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
The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study11
Pervasive Games for Sexual Health Promotion: Scoping Literature Review11
Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study11
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development10
A Safe Place to Learn: Peer Research Qualitative Investigation of gameChange Virtual Reality Therapy10
Prevalence, Sex Differences, and Predictors of Internet Gaming Disorder Among Impoverished Rural Adolescents: Cross-Sectional and Prospective Cohort Study10
Design and Iterative Development of Serious Exergames for Children With Autism Spectrum Disorder: Formative Multiple-Case Pilot Study10
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature10
Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study10
Mental Health Professionals’ Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study10
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment10
Cognitive Behavioral Therapy Plus a Serious Game as a Complementary Tool for a Patient With Parkinson Disease and Impulse Control Disorder: Case Report10
Role of Gaming Devices Associated With Internet Gaming Disorder in China: Cross-sectional Study10
Prediction of Specific Anxiety Symptoms and Virtual Reality Sickness Using In Situ Autonomic Physiological Signals During Virtual Reality Treatment in Patients With Social Anxiety Disorder: Mixed Meth9
Gamified Adaptive Approach Bias Modification in Individuals With Methamphetamine Use History From Communities in Sichuan: Pilot Randomized Controlled Trial9
Perceptions of Cognitive Training Games and Assessment Technologies for Dementia: Acceptability Study With Patient and Public Involvement Workshops9
The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review9
Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review9
Efficacy of a Mobile Serious Game (SwaziYolo) for Increasing HIV Risk Perception: Randomized Controlled Trial9
Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial9
Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study9
Serious Games in Nursing Education: A Scoping Review of Applications, Effectiveness, and Future Directions (Preprint)9
Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial8
Correction: A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study8
Immersive Virtual Reality Avatars for Embodiment Illusions in People With Mild to Borderline Intellectual Disability: User-Centered Development and Feasibility Study8
Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial8
Effects of Competitive Exergaming–Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot Study8
Using Video Games to Improve the Sexual Health of Young People Aged 15 to 25 Years: Rapid Review8
Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study8
Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial8
Reciprocal Within-Person Dynamics Between Internet Gaming Disorder Symptoms, Physical Activity, and Loneliness Among Chinese Adolescent Gamers: Three-Wave Prospective Cohort Study8
A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial8
Extended Reality for Mental Health Evaluation: Scoping Review8
Dimensions of Interactive Pervasive Game Design: Systematic Review8
Social Presence, Negative Emotions, and Self-Protective Behavioral Intentions of Nonsmokers in Response to Secondhand Smoking in Virtual Reality: Quasi-Experimental Design8
Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study8
The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study8
Virtual Reality Therapy for the Management of Chronic Spinal Pain: Systematic Review and Meta-Analysis8
The Effects of Virtual Reality in Maternal Delivery: Systematic Review and Meta-analysis8
Exploring Key Factors Influencing Nursing Students’ Cognitive Load and Willingness to Serve Older Adults: Cross-sectional Descriptive Correlational Study7
Computerized Block Games for Automated Cognitive Assessment: Development and Evaluation Study7
Speech Processing as a Far-Transfer Gauge of Serious Games for Cognitive Training in Aging: Randomized Controlled Trial of Web-Based Effectivate Training7
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study7
The Positive Effect of Video-Game Play on College Students’ Anxiety and Depression Symptoms During the COVID-19 Pandemic Shelter-in-Place Lockdowns: Mixed Methods Study7
ADRENALINE, a Learning Game to Improve Prescribing Skills in Undergraduate Medical Students: Descriptive Study7
Effects of Electronic Serious Games on Older Adults With Alzheimer’s Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials7
Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study7
Exploring the Impact of Home-Based Serious Smartphone Resuscitation Gaming on Stress Among Nursing Students Practicing Simulated Adult Basic Life Support: Randomized Waitlist Controlled Trial7
Social Media Users’ Perceptions of a Wearable Mixed Reality Headset During the COVID-19 Pandemic: Aspect-Based Sentiment Analysis7
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review7
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial7
An Analysis of Priorities in Developing Virtual Reality Programs for Core Nursing Skills: Cross-sectional Descriptive Study Using the Borich Needs Assessment Model and Locus for Focus Model7
Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality–Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study7
Children’s Improvement After Language and Rhythm Training With the Digital Medical Device Poppins for Dyslexia: Single-Arm Intervention Study6
Is the Pinball Machine a Blind Spot in Serious Games Research?6
A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomize6
School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study6
Measuring Stress and Perceptions for a Virtual Reality–Based Pericardiocentesis Procedure Simulation for Medical Training: Usability Study6
Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial6
A Gamified Assessment Tool for Antisocial Personality Traits (Antisocial Personality Traits Evidence-Centered Design Gamified): Randomized Controlled Trial6
A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study6
Discriminative Power of the Serious Game Attention Slackline in Children and Adolescents With and Without Attention-Deficit/Hyperactivity Disorder: Validation Study6
Impact of Video-Based Error Correction Learning for Cardiopulmonary Resuscitation Training: Quasi-Experimental Study6
Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Random6
Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Im6
Use and Design of Virtual Reality–Supported Learning Scenarios in the Vocational Qualification of Nursing Professionals: Scoping Review6
In-Game Need Satisfaction, Frustration, and Gaming Addiction Patterns Across Subgroups of Adolescents Through Structural Equation Modeling: Cross-Sectional and Instrument Validation Study of the Youth6
A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults’ Health: Design and Validation Study6
Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study6
The Design, Development, and Testing of a Virtual Reality Device for Upper Limb Training in People With Multiple Sclerosis: Single-Center Feasibility Study6
The Effects of a Computer Game (Healthy Rat King) on Preschool Children’s Nutritional Knowledge and Junk Food Intake Behavior: Nonrandomized Controlled Trial6
Exergaming System for Exercise-Based Cardiac Rehabilitation in Patients With Heart Failure: Development and Usability Assessment Study of a Device Prototype5
Design Considerations for an Exergame-Based Training Intervention for Older Adults With Mild Neurocognitive Disorder: Qualitative Study Including Focus Groups With Experts and Health Care Professional5
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study5
Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology5
Serious Games for Preventing Musculoskeletal Disorders in Occupational Settings: Scoping Review5
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke5
A Novel Scenario-Based, Mixed-Reality Platform for Training Nontechnical Skills of Battlefield First Aid: Prospective Interventional Study5
Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis5
Quantifying Slowness in Parkinson Disease Using a Serious Game: Cross-Sectional Study5
The Role of AI in Serious Games and Gamification for Health: Scoping Review5
Effectiveness of a Personalized, Chess-Based Training Serious Video Game in the Treatment of Adolescents and Young Adults With Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial5
Application of Gamification Teaching in Disaster Education: Scoping Review5
Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study5
Development and Usability of the “FORTEe Get Strong” App to Promote Physical Activity and Health Awareness in Children and Adolescents With Cancer During Intensive Treatment Using an App-Based Approac5
Efficacy of Virtual Reality–Based Interventions on Cognitive Function in Patients With Neuropsychiatric Disorders: Systematic Review and Meta-Analysis of Randomized Controlled Trials5
Empowering Children With Down Syndrome by Enhancing Emergency Preparedness Through Serious Games: Quasi-Experimental Study With a Between-Group Design5
Improvement of Game Users’ Depressive Symptoms via Behavioral Activation in a Massive Multiplayer Online Game: Randomized Controlled Trial5
Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study5
Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study5
MyDiabetic, a serious game to support children’s education in diabetes mellitus I: Iterative Participatory Co-Design and Feasibility Study (Preprint)5
Technology-Assisted Motor-Cognitive Training Among Older Adults: Rapid Systematic Review of Randomized Controlled Trials5
Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment5
Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study5
The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review5
Effects of Virtual Nature Embodiment on Compassion, Empathy, Nature Connectedness, and Symptom Burden in Patients With Psychosis or Depression: An Explorative Clinical Study4
Virtual Reality for Analgesia During Intrauterine Device Insertion: Randomized Controlled Trial4
Effects of Cybersickness Caused by Head-Mounted Display–Based Virtual Reality on Physiological Responses: Cross-sectional Study4
The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study4
A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Paralle4
An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial4
Evaluating the Utility of a Psychoeducational Serious Game (SPARX) in Protecting Inuit Youth From Depression: Pilot Randomized Controlled Trial4
Exploring the Immediate and Long-Term Effects of Immersive Virtual Reality on Behavioral and Psychological Symptoms of Dementia and Caregiver Burden: Longitudinal Observational Study4
Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial4
Serious Game Development for Public Health: Participatory Design Approach to COVID-19 Quarantine Policy Education4
Feasibility and Usability of an Artificial Intelligence—Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study4
Kangaroo Stimulation Game in Tracheostomized Intensive Care–Related Dysphagia: Interventional Feasibility Study4
Risk Perception and Knowledge Following a Social Game–Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial4
Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study4
A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation4
Instructor Development Workshops for Advanced Life Support Training Courses Held in a Fully Virtual Space: Observational Study4
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment4
Appropriate Image Selection With Virtual Reality in Vestibular Rehabilitation: Cross-sectional Study4
The Success of Serious Games and Gamified Systems in HIV Prevention and Care: Scoping Review4
A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study4
Correction: Efficacy of a Virtual 3D Simulation–Based Digital Training Module for Building Dental Technology Students’ Long-Term Competency in Removable Partial Denture Design: Prospective Cohort Stud4
Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study4
Correction: Development of a Therapeutic Video Game With the MDA Framework to Decrease Anxiety in Preschool-Aged Children With Acute Lymphoblastic Leukemia: Mixed Methods Approach4
Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study4
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review4
Effects of an Immersive Virtual Reality–Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial4
Use of Gamified Digital Tools in Daily Tasks of Health Care Workers: Scoping Review4
Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis4
TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study4
Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry4
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