JMIR Serious Games

Papers
(The TQCC of JMIR Serious Games is 12. 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
Comparing Learning Outcomes of Machine-Guided Virtual Reality–Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial334
The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials126
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study100
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 Trial84
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study63
The Effects of Exergaming on Sensory Reweighting and Mediolateral Stability of Women Aged Over 60: Usability Study57
Evaluation of a Digitally Guided Self-Rehabilitation Device Coupled With Telerehabilitation Monitoring in Patients With Parkinson Disease (TELEP@RK): Open, Prospective Observational Study57
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework52
A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women50
Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis49
The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study47
The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review46
Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study45
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study44
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis40
Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials39
Interactive Digital Game for Improving Visual–Perceptual Defects in Children With a Developmental Disability: Randomized Controlled Trial37
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis35
LTP Prod Release Test. (Preprint)34
Interactive Serious Game to Teach Basic Life Support Among Schoolchildren in Brazil: Design and Rationale34
Exploring Nursing Students’ Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study33
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 Trial33
Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review32
Tongue Muscle Training App for Middle-Aged and Older Adults Incorporating Flow-Based Gameplay: Design and Feasibility Pilot Study32
Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents With Overweight or Obesity: Systematic Review and Meta-Analysis30
Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach30
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study29
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis29
A Therapeutic Game for Sexually Abused Children and Adolescents (Vil Du?!): Exploratory Mixed Methods Evaluation29
Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants26
Software Engineering Frameworks Used for Serious Games Development in Physical Rehabilitation: Systematic Review26
Pain Assessment Using Virtual Reality Facemask During Bone Marrow Aspiration: Prospective Study Including Propensity-Matched Analysis26
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 26
Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study25
Serious Games Supporting the Prevention and Treatment of Alcohol and Drug Consumption in Youth: Scoping Review25
Brain Exercising Games With Consumer-Grade Single-Channel Electroencephalogram Neurofeedback: Pre-Post Intervention Study25
The Effect of a Serious Health Game on Children’s Eating Behavior: Cluster-Randomized Controlled Trial25
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review25
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method25
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide25
Feasibility of Virtual Reality Audiological Testing: Prospective Study24
A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development24
The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment23
Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial23
Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine23
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study23
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study23
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 Trials22
Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review22
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study22
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study22
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study22
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:22
Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study21
A New Approach for Reducing Virtual Reality Sickness in Real Time: Design and Validation Study21
Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review21
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study21
How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis20
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial20
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review20
Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis19
Empowering Social Growth Through Virtual Reality–Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial19
Transformative Gamified Binocular Therapy for Unilateral Amblyopia in Young Children: Pilot Prospective Efficacy and Safety Study19
Health Care Professional–Supported Co-Design of a Mime Therapy–Based Serious Game for Facial Rehabilitation19
Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study19
Testing The Effectiveness Of A Gamified Emotional Cognitive Bias Modification Task As An Intervention For Low Mood: Randomised Controlled Trial (Preprint)19
Visual Attention of Anesthesia Providers in Simulated Anesthesia Emergencies Using Conventional Number-Based and Avatar-Based Patient Monitoring: Prospective Eye-Tracking Study19
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study18
Design and Evaluation of Using Head-Mounted Virtual Reality for Learning Clinical Procedures: Mixed Methods Study18
A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study18
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study18
Digital Interventions for Stress Among Frontline Health Care Workers: Results From a Pilot Feasibility Cohort Trial18
Utilizing Gamification, Artificial Intelligence and mHealth for the professional development of maternal care providers: An Exploratory Pilot Study Assessing Providers' Satisfaction in Primary Healthc17
Impact of Gamification on Consumers’ Favorability in Cause-Related Marketing Programs: Between-Subjects Experiments17
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review17
Effect of the “Art Coloring” Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation17
Children and Young People’s Involvement in Designing Applied Games: Scoping Review17
An Escape Game on University Students’ Mental Health During the COVID-19 Pandemic: Cocreation Study17
Effectiveness of Using Augmented Reality for Training in the Medical Professions: Meta-analysis17
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study17
A Biofeedback-Based Mobile App With Serious Games for Young Adults With Anxiety in the United Arab Emirates: Development and Usability Study16
The Effects of Exergaming on Attention in Children With Attention Deficit/Hyperactivity Disorder: Randomized Controlled Trial16
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study16
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study (Preprint)16
Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study16
HelperFriend, a Serious Game for Promoting Healthy Lifestyle Behaviors in Children: Design and Pilot Study16
A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study16
Gamification in Mobile Apps for Children With Disabilities: Scoping Review16
Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis16
Extended Reality–Based Mobile App Solutions for the Therapy of Children With Autism Spectrum Disorders: Systematic Literature Review16
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study16
Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study15
Smartphone-Based Virtual and Augmented Reality Implicit Association Training (VARIAT) for Reducing Implicit Biases Toward Patients Among Health Care Providers: App Development and Pilot Testing15
User Experience of a Semi-Immersive Musical Serious Game to Stimulate Cognitive Functions in Hospitalized Older Patients: Questionnaire Study15
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study15
Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study15
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial15
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study14
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation14
Effect of an Active Video Game Intervention Combined With Multicomponent Exercise for Cardiorespiratory Fitness in Children With Overweight and Obesity: Randomized Controlled Trial14
Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis14
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review13
Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized13
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study12
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study12
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health12
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review12
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis12
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial12
Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review12
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants12
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study12
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