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JMIR Serious Games
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top-articles
JMIR Serious Games
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
#
Title
Journal
Year
Citations
1
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
JMIR Serious Games
2013
375
2
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games
2014
359
3
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games
2016
316
4
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games
2021
162
5
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games
2018
144
6
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games
2013
129
7
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games
2018
129
8
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games
2014
103
9
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games
2014
101
10
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games
2016
93
11
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games
2018
91
12
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness
JMIR Serious Games
2018
91
13
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights
JMIR Serious Games
2019
88
14
Epic Allies: Development of a Gaming App to Improve Antiretroviral Therapy Adherence Among Young HIV-Positive Men Who Have Sex With Men
JMIR Serious Games
2016
76
15
Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games
2020
72
16
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design
JMIR Serious Games
2017
70
17
Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
JMIR Serious Games
2020
69
18
Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study
JMIR Serious Games
2021
66
19
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games
2015
66
20
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
JMIR Serious Games
2020
65
21
Gamification in Stress Management Apps: A Critical App Review
JMIR Serious Games
2017
65
22
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial
JMIR Serious Games
2018
65
23
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
JMIR Serious Games
2017
64
24
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review
JMIR Serious Games
2020
63
25
Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students
JMIR Serious Games
2018
62
26
Who Is Still Playing Pokémon Go? A Web-Based Survey
JMIR Serious Games
2017
61
27
Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games
JMIR Serious Games
2021
60
28
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games
2016
60
29
Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial
JMIR Serious Games
2019
56
30
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game
JMIR Serious Games
2016
56
31
Virtual Travel Training for Autism Spectrum Disorder: Proof-of-Concept Interventional Study
JMIR Serious Games
2018
56
32
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
JMIR Serious Games
2018
52
33
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students
JMIR Serious Games
2019
50
34
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
JMIR Serious Games
2015
50
35
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
JMIR Serious Games
2015
49
36
The Praise and Price of Pokémon GO: A Qualitative Study of Children’s and Parents’ Experiences
JMIR Serious Games
2018
49
37
Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping Review
JMIR Serious Games
2020
48
38
Diabetes Island: Preliminary Impact of a Virtual World Self-Care Educational Intervention for African Americans With Type 2 Diabetes
JMIR Serious Games
2014
48
39
Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
JMIR Serious Games
2017
48
40
Virtual Reality Applications in Chronic Pain Management: Systematic Review and Meta-analysis
JMIR Serious Games
2022
48
41
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study
JMIR Serious Games
2020
47
42
Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module
JMIR Serious Games
2020
46
43
Engaging Elderly People in Telemedicine Through Gamification
JMIR Serious Games
2015
46
44
Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study
JMIR Serious Games
2020
44
45
Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study
JMIR Serious Games
2015
44
46
Domiciliary VR-Based Therapy for Functional Recovery and Cortical Reorganization: Randomized Controlled Trial in Participants at the Chronic Stage Post Stroke
JMIR Serious Games
2017
44
47
Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality–Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial
JMIR Serious Games
2019
43
48
The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous Māori Adolescents
JMIR Serious Games
2015
43
49
A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial
JMIR Serious Games
2016
43
50
Game-Based Rehabilitation for Myoelectric Prosthesis Control
JMIR Serious Games
2017
43
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