JMIR Serious Games

Papers
(The TQCC of JMIR Serious Games is 11. 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
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
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis46
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
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
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
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
Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint27
Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training27
Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review27
Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis26
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review26
Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework25
A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers24
A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study24
The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study23
The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis23
Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis22
A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study22
The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States22
Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study22
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review21
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health21
A Depth Camera–Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study19
Augmented Reality in Vascular and Endovascular Surgery: Scoping Review19
The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review19
The Effectiveness of Virtual Reality–Based Interventions in Rehabilitation Management of Breast Cancer Survivors: Systematic Review and Meta-analysis19
Immersive Virtual Reality–Based Cognitive Intervention for the Improvement of Cognitive Function, Depression, and Perceived Stress in Older Adults With Mild Cognitive Impairment and Mild Dementia: Pil18
Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study18
The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study18
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study18
Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study18
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study18
Serious Games for Improving Technical Skills in Medicine: Scoping Review18
Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study18
A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study17
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data17
A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development17
Mixed Reality and Haptic–Based Dental Simulator for Tooth Preparation: Research, Development, and Preliminary Evaluation17
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study17
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review17
A Prediction Model for Detecting Developmental Disabilities in Preschool-Age Children Through Digital Biomarker-Driven Deep Learning in Serious Games: Development Study17
Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies17
A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study17
Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study16
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-Analysis16
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 Professional16
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: Randomized16
Benefits of Virtual Reality Balance Training for Patients With Parkinson Disease: Systematic Review, Meta-analysis, and Meta-Regression of a Randomized Controlled Trial16
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study16
User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study15
Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal15
Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis15
Examining the Academic Trends in Neuropsychological Tests for Executive Functions Using Virtual Reality: Systematic Literature Review15
Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review15
Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content15
Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach15
Evaluation of a Serious Video Game to Facilitate Conversations About Human Papillomavirus Vaccination for Preteens: Pilot Randomized Controlled Trial15
The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis15
Effectiveness of Using Augmented Reality for Training in the Medical Professions: Meta-analysis14
The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial14
Feasibility of a Sensor-Controlled Digital Game for Heart Failure Self-management: Randomized Controlled Trial14
Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers14
Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study14
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis14
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study14
Serious Games Are Not Serious Enough for Myoelectric Prosthetics14
A Mobile-based Virtual Reality Speech Rehabilitation App for Patients With Aphasia After Stroke: Development and Pilot Usability Study14
Virtual ER, a Serious Game for Interprofessional Education to Enhance Teamwork in Medical and Nursing Undergraduates: Development and Evaluation Study13
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature13
Developing Adaptive Serious Games for Children With Specific Learning Difficulties: A Two-phase Usability and Technology Acceptance Study13
Key Stakeholders’ Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis13
Augmented Reality-Based Surgery on the Human Cadaver Using a New Generation of Optical Head-Mounted Displays: Development and Feasibility Study13
A Virtual Reality Game to Change Sun Protection Behavior and Prevent Cancer: User-Centered Design Approach12
Effect of Virtual Reality on Pediatric Pain and Fear During Procedures Involving Needles: Systematic Review and Meta-analysis12
Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review12
Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial12
Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study12
Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology12
Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study12
The Effects of Virtual Reality Training on Balance, Gross Motor Function, and Daily Living Ability in Children With Cerebral Palsy: Systematic Review and Meta-analysis12
Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study12
Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review12
Brain Exercising Games With Consumer-Grade Single-Channel Electroencephalogram Neurofeedback: Pre-Post Intervention Study12
Designing Virtual Reality–Based Conversational Agents to Train Clinicians in Verbal De-escalation Skills: Exploratory Usability Study12
Physiological Responses and User Feedback on a Gameful Breathing Training App: Within-Subject Experiment11
The Effectiveness of a Serious Game (MemoreBox) for Cognitive Functioning Among Seniors in Care Facilities: Field Study11
Health Care Providers’ Performance, Mindset, and Attitudes Toward a Neonatal Resuscitation Computer-Based Simulator: Empirical Study11
Virtual Reality–Based Rehabilitation as a Feasible and Engaging Tool for the Management of Chronic Poststroke Upper-Extremity Function Recovery: Randomized Controlled Trial11
A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial11
Experiences of Patients Undergoing Chemotherapy With Virtual Reality: Mixed Methods Feasibility Study11
Pupillary Responses for Cognitive Load Measurement to Classify Difficulty Levels in an Educational Video Game: Empirical Study11
Advantages of a Training Course for Surgical Planning in Virtual Reality for Oral and Maxillofacial Surgery: Crossover Study11
The Effects of Virtual Reality in Maternal Delivery: Systematic Review and Meta-analysis11
Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study11
Development and Validation of a Mobile Game for Culturally Sensitive Child Sexual Abuse Prevention Education in Tanzania: Mixed Methods Study11
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