4.0(top 10%)
impact factor
444(top 50%)
papers
6.7K(top 20%)
citations
37(top 20%)
h-index
4.1(top 10%)
impact factor
580
all documents
9.0K
doc citations
61(top 20%)
g-index

Top Articles

#TitleJournalYearCitations
1Gamification: What It Is and Why It Matters to Digital Health Behavior Change DevelopersJMIR Serious Games2013375
2Just a Fad? Gamification in Health and Fitness AppsJMIR Serious Games2014359
3Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and EfficacyJMIR Serious Games2016316
4Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic ReviewJMIR Serious Games2021162
5Virtual Reality Clinical Research: Promises and ChallengesJMIR Serious Games2018144
6Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal StudyJMIR Serious Games2013129
7Head-Mounted Virtual Reality and Mental Health: Critical Review of Current ResearchJMIR Serious Games2018129
8Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled TrialJMIR Serious Games2014103
9How to Systematically Assess Serious Games Applied to Health CareJMIR Serious Games2014101
10A Serious Game for Clinical Assessment of Cognitive Status: Validation StudyJMIR Serious Games201693
11Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic ReviewJMIR Serious Games201891
12User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental IllnessJMIR Serious Games201891
13Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community InsightsJMIR Serious Games201988
14Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With MenJMIR Serious Games201676
15Quality Criteria for Serious Games: Serious Part, Game Part, and BalanceJMIR Serious Games202072
16User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study DesignJMIR Serious Games201770
17Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping ReviewJMIR Serious Games202069
18Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey StudyJMIR Serious Games202166
19Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb RehabilitationJMIR Serious Games201566
20The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-AnalysisJMIR Serious Games202065
21Gamification in Stress Management Apps: A Critical App ReviewJMIR Serious Games201765
22Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical TrialJMIR Serious Games201865
23What Older People Like to Play: Genre Preferences and Acceptance of Casual GamesJMIR Serious Games201764
24Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic ReviewJMIR Serious Games202063
25Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among StudentsJMIR Serious Games201862
26Who Is Still Playing Pokémon Go? A Web-Based SurveyJMIR Serious Games201761
27Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video GamesJMIR Serious Games202160
28Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative StudyJMIR Serious Games201660
29Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled TrialJMIR Serious Games201956
30Attentional Bias Modification With Serious Game Elements: Evaluating the Shots GameJMIR Serious Games201656
31Virtual Travel Training for Autism Spectrum Disorder: Proof-of-Concept Interventional StudyJMIR Serious Games201856
32Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic ReviewJMIR Serious Games201852
33Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical StudentsJMIR Serious Games201950
34Health Behavior Theory in Physical Activity Game Apps: A Content AnalysisJMIR Serious Games201550
35Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative ExamplesJMIR Serious Games201549
36The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ ExperiencesJMIR Serious Games201849
37Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping ReviewJMIR Serious Games202048
38Diabetes Island: Preliminary Impact of a Virtual World Self-Care Educational Intervention for African Americans With Type 2 DiabetesJMIR Serious Games201448
39Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical ActivityJMIR Serious Games201748
40Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysisJMIR Serious Games202248
41An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability StudyJMIR Serious Games202047
42Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning ModuleJMIR Serious Games202046
43Engaging Elderly People in Telemedicine Through GamificationJMIR Serious Games201546
44Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot StudyJMIR Serious Games202044
45Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot StudyJMIR Serious Games201544
46Domiciliary VR-Based Therapy for Functional Recovery and Cortical Reorganization: Randomized Controlled Trial in Participants at the Chronic Stage Post StrokeJMIR Serious Games201744
47Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality–Based Serious Gaming Modules for Basic Life Support Training: Randomized TrialJMIR Serious Games201943
48The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori AdolescentsJMIR Serious Games201543
49A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled TrialJMIR Serious Games201643
50Game-Based Rehabilitation for Myoelectric Prosthesis ControlJMIR Serious Games201743