Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 81368 | 57 | 219 | |
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
JMIR Serious Games 2013;1(1):e3
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| 46516 | 84 | 200 | |
Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
JMIR Serious Games 2016;4(2):e11
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| 25131 | 23 | 145 | |
Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples
JMIR Serious Games 2015;3(1):e3
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| 18416 | 24 | 33 | |
How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 17521 | 82 | 65 | |
Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 13576 | 8 | 37 | |
Ecological Validity of Virtual Reality Daily Living Activities Screening for Early Dementia: Longitudinal Study
JMIR Serious Games 2013;1(1):e1
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| 12660 | 4 | 73 | |
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 11544 | 19 | 45 | |
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 11530 | 43 | 28 | |
Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
JMIR Serious Games 2017;5(2):e9
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| 11330 | 23 | 4 | |
DietBet: A Web-Based Program that Uses Social Gaming and Financial Incentives to Promote Weight Loss
JMIR Serious Games 2014;2(1):e2
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| 11183 | 38 | 17 | |
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
JMIR Serious Games 2015;3(2):e4
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| 10139 | 16 | 35 | |
Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 9834 | 17 | 66 | |
Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 9795 | 31 | 54 | |
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
JMIR Serious Games 2018;6(1):e3
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| 9587 | 30 | 16 | |
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study
JMIR Serious Games 2014;2(2):e5
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| 9524 | 7 | 6 | |
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 9042 | 27 | 37 | |
What Serious Video Games Can Offer Child Obesity Prevention
JMIR Serious Games 2014;2(2):e8
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| 8929 | 4 | 17 | |
Engaging Elderly People in Telemedicine Through Gamification
JMIR Serious Games 2015;3(2):e9
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| 8529 | 20 | 30 | |
Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
JMIR Serious Games 2019;7(4):e13695
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| 8363 | 15 | 3 | |
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;5(1):e2
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| 8133 | 14 | 33 | |
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial
JMIR Serious Games 2018;6(2):e9
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| 8132 | 32 | 23 | |
Gamification in Stress Management Apps: A Critical App Review
JMIR Serious Games 2017;5(2):e13
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| 8021 | 14 | 26 | |
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students
JMIR Serious Games 2019;7(1):e13028
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| 7861 | 22 | 18 | |
A Serious Game for Clinical Assessment of Cognitive Status: Validation Study
JMIR Serious Games 2016;4(1):e7
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| 7192 | 7 | 46 | |