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 2020-04-01 to 2024-04-01.)
ArticleCitations
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review169
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance71
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study66
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis63
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review62
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games61
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis49
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 Review42
Experiences of Gamified and Automated Virtual Reality Exposure Therapy for Spider Phobia: Qualitative Study38
Effectiveness and Utility of Virtual Reality Simulation as an Educational Tool for Safe Performance of COVID-19 Diagnostics: Prospective, Randomized Pilot Trial35
Α Virtual Reality App for Physical and Cognitive Training of Older People With Mild Cognitive Impairment: Mixed Methods Feasibility Study35
Augmented Reality in Physical Therapy: Systematic Review and Meta-analysis35
Biosensor Real-Time Affective Analytics in Virtual and Mixed Reality Medical Education Serious Games: Cohort Study35
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments35
Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review34
Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study33
A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19”32
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review31
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study30
Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation28
Gamification in Rehabilitation of Patients With Musculoskeletal Diseases of the Shoulder: Scoping Review28
Virtual Reality in Health Care: Bibliometric Analysis27
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic27
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis27
Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study27
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study26
A Primer on Usability Assessment Approaches for Health-Related Applications of Virtual Reality25
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis25
Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review25
Impact of Gamification on the Self-Efficacy and Motivation to Quit of Smokers: Observational Study of Two Gamified Smoking Cessation Mobile Apps24
Virtual Reality–Based Executive Function Rehabilitation System for Children With Traumatic Brain Injury: Design and Usability Study24
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study23
Feasibility and Effects of Virtual Reality Motor-Cognitive Training in Community-Dwelling Older People With Cognitive Frailty: Pilot Randomized Controlled Trial23
Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study23
Cognitive Training Using Fully Immersive, Enriched Environment Virtual Reality for Patients With Mild Cognitive Impairment and Mild Dementia: Feasibility and Usability Study22
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 Approach22
How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis22
Nutritional Education and Promotion of Healthy Eating Behaviors Among Mexican Children Through Video Games: Design and Pilot Test of FoodRateMaster22
Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review22
Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study22
Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review21
A Tablet App for Handwriting Skill Screening at the Preliteracy Stage: Instrument Validation Study21
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 Peers20
A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study20
Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation19
A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study19
Exploring User Needs in the Development of a Virtual Reality–Based Advanced Life Support Training Platform: Exploratory Usability Study19
Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint18
A Graded Exposure, Locomotion-Enabled Virtual Reality App During Walking and Reaching for Individuals With Chronic Low Back Pain: Cohort Gaming Design18
Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study18
Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study18
Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis17
Innovative Technology–Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis17
Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework17
Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study17
Construct Validity of a Serious Game for Laparoscopic Skills Training: Validation Study16
Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study16
Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review16
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study16
A Depth Camera–Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study16
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review16
The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study16
A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study15
Designing a Virtual Reality Game for Promoting Empathy Toward Patients With Chronic Pain: Feasibility and Usability Study15
Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training15
The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis15
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data15
Leaderboard Design Principles to Enhance Learning and Motivation in a Gamified Educational Environment: Development Study15
A Prediction Model for Detecting Developmental Disabilities in Preschool-Age Children Through Digital Biomarker-Driven Deep Learning in Serious Games: Development Study14
Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study14
Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies14
The Effectiveness of Virtual Reality–Based Interventions in Rehabilitation Management of Breast Cancer Survivors: Systematic Review and Meta-analysis14
A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study14
Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study14
Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study14
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review14
An Exploratory Digital Board Game Approach to the Review and Reinforcement of Complex Medical Subjects Like Anatomical Education: Cross-sectional and Mixed Methods Study14
An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study14
Mixed Reality and Haptic–Based Dental Simulator for Tooth Preparation: Research, Development, and Preliminary Evaluation13
Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study13
Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study13
Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study13
Benefits of Virtual Reality Balance Training for Patients With Parkinson Disease: Systematic Review, Meta-analysis, and Meta-Regression of a Randomized Controlled Trial13
The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis13
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
The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States13
Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers13
Examining the Academic Trends in Neuropsychological Tests for Executive Functions Using Virtual Reality: Systematic Literature Review13
Serious Games for Improving Technical Skills in Medicine: Scoping Review13
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study13
Outcomes, Measurement Instruments, and Their Validity Evidence in Randomized Controlled Trials on Virtual, Augmented, and Mixed Reality in Undergraduate Medical Education: Systematic Mapping Review12
The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study12
Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study12
Serious Games Are Not Serious Enough for Myoelectric Prosthetics12
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-Analysis12
User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study12
A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development12
User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study12
Evaluation of a Serious Video Game to Facilitate Conversations About Human Papillomavirus Vaccination for Preteens: Pilot Randomized Controlled Trial12
A Virtual Reality Game to Change Sun Protection Behavior and Prevent Cancer: User-Centered Design Approach11
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study11
A Mobile-based Virtual Reality Speech Rehabilitation App for Patients With Aphasia After Stroke: Development and Pilot Usability Study11
The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review11
Lessons Learned From an Evaluation of Serious Gaming as an Alternative to Mannequin-Based Simulation Technology: Randomized Controlled Trial11
Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review11
Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content11
Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach11
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: Pil11
Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study11
Usability of Individualized Head-Related Transfer Functions in Virtual Reality: Empirical Study With Perceptual Attributes in Sagittal Plane Sound Localization11
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