Jmir Serious Games

Jmir Serious Games

杰米尔严肃游戏

  • 2区 中科院分区
  • Q1 JCR分区

高引用文章

文章名称 引用次数
Virtual Reality Clinical Research: Promises and Challenges 20
Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research 15
Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights 14
User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness 10
Younger Adolescents' Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Study 8
The Praise and Price of Pokemon GO: A Qualitative Study of Children's and Parents' Experiences 8
Virtual Travel Training for Autism Spectrum Disorder: Proof-of-Concept Interventional Study 8
Using Mobile Health Gamification to Facilitate Cognitive Behavioral Therapy Skills Practice in Child Anxiety Treatment: Open Clinical Trial 7
A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial 7
Digital Gaming to Improve Adherence Among Adolescents and Young Adults Living With HIV: Mixed-Methods Study to Test Feasibility and Acceptability 7
Serious Games in Surgical Medical Education: A Virtual Emergency Department as a Tool for Teaching Clinical Reasoning to Medical Students 7
Creating a Theoretically Grounded Gaming App to Increase Adherence to Pre-Exposure Prophylaxis: Lessons From the Development of the Viral Combat Mobile Phone Game 6
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 6
Young People's Knowledge of Antibiotics and Vaccinations and Increasing This Knowledge Through Gaming: Mixed-Methods Study Using e-Bug 6
FightHPV: Design and Evaluation of a Mobile Game to Raise Awareness About Human Papillomavirus and Nudge People to Take Action Against Cervical Cancer 5
Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review 5
Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study 5
A Mobile Game to Support Smoking Cessation: Prototype Assessment 4
Physical Wellness Among Gaming Adults: Cross-Sectional Study 4
Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study 4
Comparing the Effects on Learning Outcomes of Tablet-Based and Virtual Reality-Based Serious Gaming Modules for Basic Life Support Training: Randomized Trial 4
3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study 4
Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study 4
The Untapped Potential of the Gaming Community: Narrative Review 3
Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study 3
Virtual Reality Cue Refusal Video Game for Alcohol and Cigarette Recovery Support: Summative Study 3
Effect of Brief Biofeedback via a Smartphone App on Stress Recovery: Randomized Experimental Study 3
Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis 3
A Novel Clinician-Orchestrated Virtual Reality Platform for Distraction During Pediatric Intravenous Procedures in Children With Hemophilia: Randomized Controlled Trial 3
Do-It-Yourself Gamified Cognitive Training: Viewpoint 2
Using Narrative Game Design to Increase Children's Physical Activity: Exploratory Thematic Analysis 2
Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process 2
A Serious Game-Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial 2
What Can Be Achieved With Motivation-Based Teaching of Medical Students? A Monocentric Retrospective Audit of Retention Among Highly Motivated Graduates Who Underwent the Learning-by-Doing Concept in Anesthesiology and Intensive Care Medicine 2
Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping 2
Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search 2
Development of an Exergame to Deliver a Sustained Dose of High-Intensity Training: Formative Pilot Randomized Trial 2
The Modification of Vital Signs According to Nursing Students' Experiences Undergoing Cardiopulmonary Resuscitation Training via High-Fidelity Simulation: Quasi-Experimental Study 2
Development and Evaluation of a Virtual Research Environment to Improve Quality of Care in Overcrowded Emergency Departments: Observational Study 2
Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study 2
Factors Associated with Sustained Exergaming: Longitudinal Investigation 1
Exergaming Improves Executive Functions in Patients With Metabolic Syndrome: Randomized Controlled Trial 1
Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment 1
Web-Based Immersive Patient Simulator as a Curricular Tool for Objective Structured Clinical Examination Preparation in Surgery: Development and Evaluation 1
Indigenous Adolescents' Perception of an eMental Health Program (SPARX): Exploratory Qualitative Assessment 1
Gamified Cognitive Control Training for Remitted Depressed Individuals: User Requirements Analysis 1
Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial 1
A Badge Design Framework for a Gamified Learning Environment: Cases Analysis and Literature Review for Badge Design 1
Effects of the FIT Game on Physical Activity in Sixth Graders: A Pilot Reversal Design Intervention Study 1
Interactive Narrative in a Mobile Health Behavioral Intervention (Tumaini): Theoretical Grounding and Structure of a Smartphone Game to Prevent HIV Among Young Africans 1