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Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games 2014;2(2):e9
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| 93884 | 57 | 341 | |
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Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games
JMIR Serious Games 2021;9(2):e26575
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| 92462 | 181 | 112 | |
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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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| 55442 | 84 | 363 | |
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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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| 36352 | 29 | 368 | |
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Perceptions of Cognitive Training Games and Assessment Technologies for Dementia: Acceptability Study With Patient and Public Involvement Workshops
JMIR Serious Games 2022;10(2):e32489
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| 26705 | 8 | 3 | |
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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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| 20557 | 24 | 45 | |
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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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| 19583 | 15 | 14 | |
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How to Systematically Assess Serious Games Applied to Health Care
JMIR Serious Games 2014;2(2):e11
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| 19256 | 82 | 97 | |
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Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research
JMIR Serious Games 2018;6(3):e14
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| 17558 | 19 | 141 | |
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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;9(2):e26808
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| 15784 | 5 | 91 | |
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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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| 15132 | 30 | 46 | |
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Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation
JMIR Serious Games 2015;3(1):e2
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| 14977 | 8 | 66 | |
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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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| 14314 | 4 | 138 | |
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Virtual Reality Clinical Research: Promises and Challenges
JMIR Serious Games 2018;6(4):e10839
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| 14154 | 31 | 167 | |
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Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study
JMIR Serious Games 2016;4(2):e18
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| 13528 | 43 | 65 | |
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Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review
JMIR Serious Games 2018;6(4):e10965
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| 13299 | 27 | 109 | |
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Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
JMIR Serious Games 2020;8(3):e19037
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| 12958 | 7 | 140 | |
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Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study
JMIR Serious Games 2017;5(2):e9
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| 12520 | 23 | 8 | |
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Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review
JMIR Serious Games 2021;9(3):e29080
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| 12283 | 156 | 363 | |
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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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| 12047 | 38 | 25 | |
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A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study
JMIR Serious Games 2020;8(4):e25226
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| 11625 | 6 | 33 | |
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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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| 11525 | 32 | 75 | |
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Virtual Rehabilitation for Multiple Sclerosis Using a Kinect-Based System: Randomized Controlled Trial
JMIR Serious Games 2014;2(2):e12
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| 11368 | 17 | 114 | |
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Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
JMIR Serious Games 2015;3(2):e4
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| 11154 | 16 | 46 | |
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Gamification in Stress Management Apps: A Critical App Review
JMIR Serious Games 2017;5(2):e13
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| 10976 | 14 | 68 | |